Difference between revisions of "Damage"
| (3 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
| − | '''Damage''' is calculated by taking the [[Increment of Success]] and multiplying it ''first'' by the [[Weapon| | + | '''Damage''' is calculated by taking the [[Increment of Success]] and multiplying it ''first'' by the [[Weapon|weapon's]] damage. For example, if a weapon has a damage of 2, and the player rolled 6 successes for a Difficulty Rating of 4, then the Increment of Success is 3 (meeting the DR counts as 1). Multiply this by the damage to get 6. Lastly, if a weapon has a (+X) bonus for damage, that final amount is added ''once at the end of all calculations.'' |
==Example Damage== | ==Example Damage== | ||
For a successful skill check using a [[Barbwire Baseball Bat]], figure out the damage dealt ''first''. For the base weapon (no modifications), the damage is 3(+3). | For a successful skill check using a [[Barbwire Baseball Bat]], figure out the damage dealt ''first''. For the base weapon (no modifications), the damage is 3(+3). | ||
*If the player meets the DR exactly, the base damage is 3. The +3 bonus is then added for a total of 6 damage. | *If the player meets the DR exactly, the base damage is 3. The +3 bonus is then added for a total of 6 damage. | ||
| − | *If the player rolled 1 more success than the DR, the Increment of Success is 2, so the base damage is 6, then the +1 is added for a total of | + | *If the player rolled 1 more success than the DR, the Increment of Success is 2, so the base damage is 6, then the +1 is added for a total of 7 damage. |
| + | |||
| + | ===Hit Placement=== | ||
| + | If an attack is successful, the off-colored die determines where it landed. | ||
| + | *0 - left foot | ||
| + | *9 - right foot | ||
| + | *8 - left hand, weapon if present | ||
| + | *7 - right hand, weapon if present | ||
| + | *6 - left leg | ||
| + | *5 - right leg | ||
| + | *4 - left arm | ||
| + | *3 - right arm | ||
| + | *2 - torso or body | ||
| + | *1 - head | ||
==Multiple Hit Effects== | ==Multiple Hit Effects== | ||
If an attack has multiple hit effects, a skills check is done for each hit, and damage/placement is checked for each hit accordingly. | If an attack has multiple hit effects, a skills check is done for each hit, and damage/placement is checked for each hit accordingly. | ||
| + | |||
| + | ==Temporary Effects== | ||
| + | Characters can become afflicted with temporary effects, which may or may not include damage. These include: | ||
| + | *diarrhea | ||
| + | *vomiting | ||
| + | *infection | ||
| + | *exhaustion (loss of action points) | ||
| + | *injury impairing mobility | ||
| + | *panic | ||
| + | *sensory loss (blindness, hearing, etc.) | ||
| + | |||
| + | ==Permanent Effects== | ||
| + | Characters can become permanently afflicted with certain effects, which may or may not include damage. These include: | ||
| + | *missing body parts | ||
| + | *sensory loss | ||
| + | *psychological trauma (character may become triggered by certain types of events) | ||
[[Category:Combat]] | [[Category:Combat]] | ||
Latest revision as of 03:16, 17 October 2023
Damage is calculated by taking the Increment of Success and multiplying it first by the weapon's damage. For example, if a weapon has a damage of 2, and the player rolled 6 successes for a Difficulty Rating of 4, then the Increment of Success is 3 (meeting the DR counts as 1). Multiply this by the damage to get 6. Lastly, if a weapon has a (+X) bonus for damage, that final amount is added once at the end of all calculations.
Example Damage
For a successful skill check using a Barbwire Baseball Bat, figure out the damage dealt first. For the base weapon (no modifications), the damage is 3(+3).
- If the player meets the DR exactly, the base damage is 3. The +3 bonus is then added for a total of 6 damage.
- If the player rolled 1 more success than the DR, the Increment of Success is 2, so the base damage is 6, then the +1 is added for a total of 7 damage.
Hit Placement
If an attack is successful, the off-colored die determines where it landed.
- 0 - left foot
- 9 - right foot
- 8 - left hand, weapon if present
- 7 - right hand, weapon if present
- 6 - left leg
- 5 - right leg
- 4 - left arm
- 3 - right arm
- 2 - torso or body
- 1 - head
Multiple Hit Effects
If an attack has multiple hit effects, a skills check is done for each hit, and damage/placement is checked for each hit accordingly.
Temporary Effects
Characters can become afflicted with temporary effects, which may or may not include damage. These include:
- diarrhea
- vomiting
- infection
- exhaustion (loss of action points)
- injury impairing mobility
- panic
- sensory loss (blindness, hearing, etc.)
Permanent Effects
Characters can become permanently afflicted with certain effects, which may or may not include damage. These include:
- missing body parts
- sensory loss
- psychological trauma (character may become triggered by certain types of events)