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Health & Damage

This is divided into Fatal and Bashing damage.
  Under the “Scratched” health section there are five parallel dots. Fill in as many of these (in both Bashing and Fatal) as you have Brawn.
  Every avatar has four plus his Brawn in Scratched/Bruised hit point dots.
  Damage Types: Bashing and Fatal hit points are measured on different, and for the most part, totally separate scales. Bashing and Fatal hit points are counted on four wound levels.
  Bashing: Bruised, Beaten, Broken, Incapacitated Fatal: Scratched, Hurt, Injured, Incapacitated
  Each wound level comes with its own negative modifier.
 
  Injuries Carry Over: The wound level which gives the most negative modifier and hindrance is the one that counts, but they do not stack and are not cumulative. So if a person has been dropped to the Scratched wound level on the Fatal scale, and also has been dropped to the Broken level on the Bashing scale, the negative modifier on the Broken level would count.
 
  Incapacitation and Death: If incapacitated due to bashing damage the player has to pass a Brawn roll (which is not a subject to the negative wound modifier) or the avatar will be knocked out and will awake when he has regained one bashing hit point.
  On a successful roll he’s awake but suffers a -3 modifier and can’t sprint.
  If reduced to incapacitated due to loss of fatal hit points the player has to make the same roll or the avatar passes out (might be crawling helplessly drifting in and out of consciousness) and loses one additional hit point every fifteen minutes due to bleeding and shock.
  A successful First Aid roll or a shot of regen is necessary to stabilize the individual.
  When reduced to zero hit points due to fatal damage the avatar is dead.
  Critical Hits & 1-hit KOs: An attack that subtracts 10 fatal hit points in one blow can instantly kill an avatar.
  When this happens the player has to make a Brawn roll (this roll is not a subject to the wound penalties).
  Each additional hit point above 10 that is lost in the same blow imposes a -1 to the roll.
  If the roll fails the avatar is dead or suffers a permanent injury depending on the leniency of the AI (scratch a dot from appropriate Aptitude depending on the nature of the injury, this can be bought back with Upgrade Points).
  A successful roll doesn’t mean that the avatar is unaffected; he will be dazed for 1D times 10 seconds. During this time he can only limp around and has a -2 (additional to any other modifier).
  However, shots (or adequate blunt force trauma) to the head that start out as fatal and are converted to bashing as a result of wearing shock armor (see equipment) will still count as a critical hit as the kinetic force of such a blow is enough to affect the brain.
  If 10 bashing hit point is lost in one roll a failed roll just renders the avatar unconscious for ten minutes to an hour or so.
 
  Knocked Out: If you wish to knock someone out you have to take them totally by surprise. If you suddenly hit, shoot or otherwise attack a totally unprepared person and hit the head he’ll fall down unconscious. This can be done by sneaking up on them and hit them in the back of the head or by suddenly attacking them while facing them head on
  The head on approach can only be done in certain cases. Attacking someone suddenly from the front that’s prepared (a bodyguard, bouncer, LED-officer or any other individual that is vigilant or have a reason to be weary of you) will not render them unconscious. However, if the person is totally relaxed by your presence (thinks he’s your friend, or maybe that you’re a trusted co-worker or totally harmless) he can be knocked out.
  A person knocked out like this is out for 2D minutes. If the attack is done from the front the victim gets a chance to roll for Brawn. If his successes are equal or surpasses the attacker’s successes he won’t go down and will remain conscious.

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