Difference between revisions of "Mano a Mano:Damage"

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==Damage==
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==Health==
  
===Armor===
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;Stun and Resting: Stun is the short-term effect of pain and injury. Characters can recover stun with the ''rest'' action. When characters are incapacitated they recover half of their stun (rounded up) each turn.
  
Any equipment with cover and absorption is armor. Normally, the best absorption of all the armor worn by a character is subtracted from the power of successful attacks against the character. However an attacker can aim any attack to avoid armor, which increases the difficulty of the attack by the cover of the armor avoided. The attack can avoid all or just some of the armor a character is wearing.
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;Damage and Healing: Damage is the long-term effect of injuries that heal slowly. Characters usually have a chance to recover damage once per week. This requires a success roll against the difficulty 10 plus 1 for every day the character exerted himself (by travelling or fighting for example) during that week, plus 1 for every time the character took damage or stun, and plus 5 for every time the character was incapacitated by damage. (There is no penalty for being incapacitated by a combination of stun and damage.) If the roll is successful, the character recovers half of his damage, rounded up. For example if the character has 5 damage and successfully heals, then he will recover 3 damage, leaving him with only 2 damage after healing.
 
 
Consider for example a character wearing a leather jacket (5 cover, 1 absorption) and a crash helmet (2 cover, 3 absorption). If an opponent attacks the character without specifically avoiding the character's armor, the armor will absorb 3 power from each attack. If an opponent tries to hit the character where the armor provides no protection, the armor will absorb no damage, but the difficulty will be increased by 7 (5 cover from the jacket plus 2 cover from the helmet.) However, the opponent can also try to avoid only the helmet. Then the leather jacket absorbs 1 power from each attack but the difficulty of the attack is only increased by 2 (the helmet's cover.)
 
 
 
Sometimes armor is worn in layers.  A brigandine (vest lined with metal plates) is often worn over a gambeson (padded coat) or chainmail. Bulletproof ballistic vests often have optional inserts which offer extra protection to vital areas such as the heart. If one piece of armor is completely overlapped by another, the overlapping area has the cover of the smaller piece of armor and the absorption of both pieces added together. (This is like subtracting the cover of the layer with the least cover from the cover of the layer with the most cover, and adding the absorption of the layer with the most cover to the absorption of the armor with the least cover.)
 
 
 
===Stun, Damage and Toughness===
 
 
 
;Stun: Stun is the short-term effect of pain and injury and recovers in seconds.
 
 
 
;Damage: Damage is the long-term effect of injuries that heal slowly.
 
 
 
;Toughness: Toughness is the maximum stun plus damage a character can take without being incapacitated and falling down
 
 
 
;Healthy: Healthy is the amount of stun plus damage a character can take without a damage penalty.
 
  
 
;Sharpness: Sharpness determines whether the attack power that gets through the target's armor becomes stun or damage. All the power of a sharp weapon becomes damage.  Half the power (rounded down) of a blunt weapon becomes damage and the rest becomes stun. For example, 5 power getting through the target's armor absorption would become 2 damage and 3 stun to the target. All the power of a padded weapon becomes stun.
 
;Sharpness: Sharpness determines whether the attack power that gets through the target's armor becomes stun or damage. All the power of a sharp weapon becomes damage.  Half the power (rounded down) of a blunt weapon becomes damage and the rest becomes stun. For example, 5 power getting through the target's armor absorption would become 2 damage and 3 stun to the target. All the power of a padded weapon becomes stun.
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{|
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;Healthy: A character is healthy when the sum of his stun and damage is less than his toughness.
  
;Healing: Characters recover one damage point each week, plus one damage point for each point of their regeneration ability modifier.
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;Injured: A character is injured when the sum of his stun and damage less than his stamina but not less than his toughness. An injured character cannot do combos or strenuous actions.
  
;Rest: Rest is an attempt to heal the character faster. Every week make a success roll with a +1 modifier for each day the character engages in no physically strenuous activity - especially combat, training or travel. If the roll is successful, the character recovers twice as much damage as normal. Opposition to this healing roll would include lack of resources, harsh conditions, poison or infection (up to +5 for each individual opposing factor.)
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;Incapacitated: A character is incapacitated when the sum of his stun and damage is greater than or equal to his stamina. An incapacitated character cannot move or perform actions.
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| valign="bottom" | [[Image:Minimam-warrior-healthy.png]]
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| valign="bottom" | [[Image:Minimam-warrior-injured.png]]
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| valign="bottom" | [[Image:Minimam-warrior-incapacitated.png]]
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|}

Latest revision as of 23:06, 10 July 2008

Health[edit]

Stun and Resting
Stun is the short-term effect of pain and injury. Characters can recover stun with the rest action. When characters are incapacitated they recover half of their stun (rounded up) each turn.
Damage and Healing
Damage is the long-term effect of injuries that heal slowly. Characters usually have a chance to recover damage once per week. This requires a success roll against the difficulty 10 plus 1 for every day the character exerted himself (by travelling or fighting for example) during that week, plus 1 for every time the character took damage or stun, and plus 5 for every time the character was incapacitated by damage. (There is no penalty for being incapacitated by a combination of stun and damage.) If the roll is successful, the character recovers half of his damage, rounded up. For example if the character has 5 damage and successfully heals, then he will recover 3 damage, leaving him with only 2 damage after healing.
Sharpness
Sharpness determines whether the attack power that gets through the target's armor becomes stun or damage. All the power of a sharp weapon becomes damage. Half the power (rounded down) of a blunt weapon becomes damage and the rest becomes stun. For example, 5 power getting through the target's armor absorption would become 2 damage and 3 stun to the target. All the power of a padded weapon becomes stun.
Healthy
A character is healthy when the sum of his stun and damage is less than his toughness.
Injured
A character is injured when the sum of his stun and damage less than his stamina but not less than his toughness. An injured character cannot do combos or strenuous actions.
Incapacitated
A character is incapacitated when the sum of his stun and damage is greater than or equal to his stamina. An incapacitated character cannot move or perform actions.
Minimam-warrior-healthy.png Minimam-warrior-injured.png Minimam-warrior-incapacitated.png