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en4.0:wounds [2013/08/06 13:44] (current)
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 +Weapons have Damage, which causes Wounds. There are two types of Wounds: Stun and Injury. Unarmed attacks (and a few weapons designed to be non-lethal) inflict Stun. The Damage of these attacks are marked with a * in the weapons table. All other weapons cause Injury. Too much Stun knocks your character out, and too much Injury kills.
 +=====The attack roll=====
 +An attack can succeed with one or two dice. A die is a hit if it's above Guard (or distance, for ranged attacks), but no higher than the value that was used. If only one die hits, the attack is a “Hit”. If both dice hit, it's a “Full Hit”.
 +Roll the attack'​s Damage, like you would an attribute or background. The degree of Success equals the Wound. For example, if your attack has Damage 15 and you roll 9 and 13, the target suffers an Injury of 13. If the damage roll fails, mark the lowest unmarked Wound. If the lowest unmarked row is higher than the attack'​s Damage, nothing happens.
 +====Full hit====
 +This increases the attack'​s Pierce by +2 and the damage by +5. Weapons that normally cause Stun will deal will also inflict Injury in a Full hit. Make a separate Injury roll as with a regular Hit. Note that this effect is not optional.
 +=====The damage roll=====
 +The damage roll works just like an attribute roll, using the attack'​s Damage like an attribute value. Consequently,​ damages above 20 can score results higher than 20. Damage rolls can fail. When they do, mark the lowest damage that the attack could have inflicted.
 +When someone who wears armor is hit by an attack, the first thing to determine is whether or not the armor protects. An armor with Coverage 20 is completely sealed; all attacks will strike armor.
 +For **Coverage** 1-19, compare the white die of the attack roll to the armor'​s Coverage. If the white die is higher, the attack bypasses the armor completely. The white die does not have to be successful to count.
 +When the armor is struck, compare the attack'​s Pierce with the armor'​s **Protection**. Each type of armor has a Protection interval, for example "​4-11"​. In this case, all attacks with a Pierce below 4 are deflected and deal no damage at all. Attacks with a Pierce above 11 go straight through the armor, dealing damage like it wasn't there. Pierce within the interval, in this case 4-11, are stopped by the armor but may still knock the wind out of the person inside it. The attack'​s Damage is lowered by -5, and it's marked as Stun.
 +=====Marking Wounds=====
 +Damage translates directly into Wounds: A character that receives Damage 12 marks Wounds row number 12. Injury is marked with a vertical line through the circle, and Stun with a horizontal one. For example, if a character suffers 8 Damage, draw a | through the circle by Wounds 8. For *10 Damage, draw a - through the circle of Wounds 10.
 +  * If the circle is already filled from a previous Injury, mark the nearest empty circle. If two circles are equally close, mark the higher number.
 +  * If the circle is already filled from Stun, an incoming Injury replaces it (just draw a +; it counts as Injury). An incoming Stun moves to a different row, as described above.
 +====The Immediate Effects====
 +A series of your Wound rows have penalties written next to them. Most of your combat actions and more athletic undertakings suffer the penalty of the highest Wound you've sustained.
 +For example, if you take 5 Damage and your Wounds 5 row has "​3"​ written on it, you suffer -3 when attempting combat actions.
 +If you mark any Wound higher up than your worst penalty, you're unable to act.
 +=====Death and Dying=====
 +  * An Injury above the highest wound penalty means the character is dying and, without medical attention, dead in about an hour.
 +  * If an Injury is more than 5 rows above the highest wound penalty, the character is dead.
 +  * Injuries in the second and fourth wound rows (the ones you marked with a circle on the character sheet [[character_creation#​wounds|during creation]]) mean the character is dying, but remains capable of action for half an hour.
 +The Action "​Recover"​ requires your character be able to act. Roll Willpower, taking your penalties into account. A success clears your highest Stun. If you rest for a minute, all Stun clears.
 +A realistic setting allows an Injury recovery roll every month. In many games this is shortened to once a week or even after each good night'​s sleep.
 +Recovery rolls are made using the highest Injury sustained, as if it was an Attribute.
 +  * If the result is equal to an Injury you already have, the wound is infected. Mark the result as a new Injury, as per the usual rules. You do not heal this time.
 +  * If the result is a "​success"​ higher than your Strength, you do not heal this time.
 +If neither of the above applies, your highest Injury is lowered five steps. Any Injuries along the way are also healed.
 +A successful roll using a suitable medical Background reduces the Injury with its result for this particular roll (not permanently).
 +====== ​ ======
en4.0/wounds.txt · Last modified: 2013/08/06 13:44 (external edit)