Nerth Combat CCRs

Conditions, Consequencees and Results of Combat   In DownShift and the other SystemBooks, the way armor interacts with damage type, damage severity, and skills applications is based on the work first recorded here. Military Conflict, as a category, interacts with Conditions, Consequences, and Results.As has already been covered, Combat Success or Failure is pretty easy to reconcile... here is the link to the article on that subject:     ARMOR:
Cosmetic Padded Mail Brigantine Rigid Nomex Kevlar Plax
Abrasion Reduced NONE NONE NONE NONE Reduced Reduced NONE
Fracture FULL HALF Reduced HALF HALF FULL Reduced HALF
Laceration FULL Reduced NONE HALF NONE HALF HALF NONE
Puncture FULL Reduced Reduced HALF Reduced Reduced NONE NONE
Avulsion FULL Reduced FULL FULL HALF FULL HALF HALF
Alchemical Increased Reduced FULL HALF NONE Reduced FULL NONE
Heat Increased Increased Reduced Reduced HALF NONE FULL Reduced
Cold Reduced HALF Increased Reduced Increased NONE Reduced Reduced
Radiation FULL FULL FULL FULL Reduced Reduced FULL FULL
 

CONDITIONS

For clarity, Conditions are the various States of Play the Persona may find themselves in during a Session and usually only remains a factor for a single Feature Scene, or even a single Stage. The Conditions manifest as one or more modifiers to both Contested and Uncontested Skills Checks and Combat and affects specific Actors in the scene
Slick Cloyingly Sticky Freezing Sleet Muddy Unstable Rocking High Seas
Torrential Rain Dense Fog Stinging Sands Hailstorm Paralyzed Burning Itching
Very Noisy Extreme Heat Erratic Winds Unslakable Thirst Seething Rage Cramped Muscles
Dense Gravity Psychedelic Light/ Sounds Maddening Screams Hypnotized Disturbing Laughter Awareness Distortion
Unfocused Paranoia Inebriation Inconsolable Sadness Stark Fear SearingPain blinding Smoke
Difficult Terrain Confusion Prone lowed Hastened Sleep

CONSEQUENCES

The lowest tier of 'in-game effects', Consequences reflect minor errors, inconveniences, and challenges brought on by minor miscalculations, missed die rolls, or effects of Conditions during a turn.
Best Better Good Bad Worse Worst
Actual Wound Doubled Damage Extra Damage Reduced Damage Half Damage Complete Overswing
Exploit Weakness Identify Weakness Sense weakness Grip Compromised Lose your Grip Drop Something
Spring Trap Lure into Trap Draw off Balance Overextended Unbalanced Falling
Regain 10 Fatigue Regain 5 Fatigue Mitigate Fatigue Loss Fatigued -5 Fatigued -15 Fatigued -35

RESULTS

The middle tier of 'in-game effects. Results reflect changes in Conditions, aggregated Consequences, and minor Catastrophes that occur at the end of a STAGE. Generally, results can be good or bad, determined by the Stage 'win conditions' set by the Director and the 'Creativity Rating (CR) of the players in the Stage.
Best Better Good Bad Worse Worst
Critical Wound2 Wound Reduce Damage No wound No Hit
Bonus Damage Overbear Chance to Overbear Mutual Impact Take the Worse Hurt one's self
Objective nets an Outcome Objective nets good Consequence Objective Attained Enemy Detects Objective Enemy Recognizes Objective Enemy Counters Objective

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