Calculating Damage
There are several simple steps to follow to determine the damage done by
a successful attack:
- Roll a d% to determine which area was hit. The chances of hitting
each hit location are listed in the race descriptions, and are usually
also recorded on the character sheet. Some players may prefer to use
their hit roll for this purpose instead of rolling again. If you do
this, be sure to reverse the digits of the roll; otherwise some areas
(those corresponding to rolls above the character's skill level) will
never be hit.
- (Optional) Subtract the attack roll from the attacker's skill level,
and divide by ten, rounding down. This is the maximum amount of armour
negation which can be achieved with this attack. Roll another d10, or
use the number on the ones die of the d% attack roll, to determine the
actual amount of armour negation (zero if this number is higher than the
maximum for the attack). The defender's effective armour value for this
attack is reduced by this amount. Note that
Body Armour
(see description under
Skill Descriptions)
cannot be negated.
Sil is using a weapon for which she has a skill of 68. She rolls
a 14 for her attack, for a difference of 54. She has a maximum armour
negation of 5(=54/10 rounded down) this attack. Since the ones die was
4, she managed to negate 4 points. If her opponent has an armour value
of 6 (5 from his armour, and 1 from Body Armour), his effective armour
value against this attack will be 2(=6-4). If her opponent has an armour
value of 4 (3 from armour and 1 from Body Armour), his effective armour
value for this one attack will be 1, since his Body Armour cannot be
negated.
- Roll for the amount of damage done by the blow (normally d6+m or
2d6+m where m is some modifier; these numbers are given in the weapon
description in the
Equipment
chapter). Add or subtract any damage adjustment due to the attacker's
size class (see the section on
Size Classes
in
Other Rules),
and subtract the defender's effective armour value. If the result
is greater than zero, this is how much damage is actually inflicted.
Otherwise, no damage is done.
- (Optional: see also the section on
Equipment Hit Points
in
Equipment)
By hitting an opponent, the attacker also does reflexive damage to
his armour, and an equal amount to the attacking weapon (the
character, if it was a bare-hand or bare-foot attack). The reflexive
damage is the same as the amount of damage the armour absorbed.
Some of the reflexive damage done to a character in the case of an
unarmed attack will be absorbed by the armour they have in that
location (generally hands or feet); there is no reflexive damage
done to the defender as a result of the reflexive damage absorbed
by the attacker's armour.
It should be apparent from this that, if you are using the optional
armour negation rule, the higher your character's skill in a
particular weapon is, the more armour you will be able to negate,
and the more damage they will be able to do. Also, you may see
that it is not usually a particularly good idea for characters to
go around beating on people who are wearing heavy armour, using no
weapon but their bare hands, unless they are highly skilled.
Damage Results
Once the damage has been calculated, subtract the result from the
wounded character's current hit points in the affected hit location.
- If the result is less than the negative of the maximum hit points
for that area, the area is beyond the power of modern medicine to
restore (however, in a fantasy setting, magic may be able to correct the
problem, and in a futuristic setting, cybernetic attachments or regrowth
of limbs may be possible).
If the area is one required for life (i.e. head, torso, or abdomen on
most mammals), the character is dead.
(Optional) If the area is a nonessential limb (i.e. arm or leg), the
essential area to which it is most closely attached (i.e. arms are
connected to the torso) will lose one hit point due to bleeding every
minute until either the bleeding is stopped or the character dies (at
which point the character may still be bleeding, but the point will be
moot).
- If the result is less than zero, but not less than the negative of
the maximum hit points for that area, the area becomes useless until
healed to at least zero hit points. One additional hit point is lost
every minute due to bleeding until the bleeding stops, or until the
point above comes into play.
If the area is one required for life, the character loses consciousness
for as long as the area is useless.
- If the result is at least zero, the character is probably able to
continue fighting, or flee, subject to the possibility of shock (see the
Shock
heading below).
- If, after all of this, the character is still standing, they will be
subjected to a delay of a number of jiffies equal to the number of
points of damage just taken.
Dirk takes a blow to the head which causes a massive 13 points of
damage. Dirk has a maximum of 8 hit points in his head, but is
currently reduced to 6 as a result of other injuries. The attack
reduces Dirk to -7 hit points, which is more than -8, so Dirk only loses
consciousness. However, if the bleeding is not stopped by a friend
within two minutes, he will lose two more hit points, which would take
him to -9, resulting in his death.
If you are using the shock rule, each hit location should have an extra
value listed on the character sheet. This value, called the shock
level, will the maximum hit points of the character in that hit
location, multiplied by their CON and divided by 100, rounding down.
Any time an attack inflicts damage at least equal to the shock value of
the hit location, there is a chance the character will lose
consciousness from shock. If a Constitution check succeeds, the
character remains conscious. Otherwise, the character faints. An
unconscious character is allowed another Constitution check every
minute. As soon as one succeeds, the character wakes up. This is in
addition to any other effects which may arise (it applies to all three
cases listed).
Rutger is out rock climbing, and suffers a fall. Damage is done to
several areas, but the worst wound is to his left leg. Rutger's CON is
68, so he has a maximum of 13(=68/5) hit points there, and a shock value
of 8(=13*68/100). Rutger is already down to 9 hit points in that leg,
and the wound causes 12 points of damage, reducing him to -3. 12 is
more than 8, so he must make a Constitution check. The check is failed,
so Rutger is unconscious, and losing one hit point in his leg every
minute. If he remains unconscious for 10 minutes (which is unlikely,
given his high Constitution), his leg will be lost, and his abdomen will
begin to lose hit points.
Falling Damage
Characters and objects can fall some distance without taking any damage.
This distance is determined by the surface they are falling onto.
Sample surfaces are shown in this table (assuming a human character who
lands on their feet after the fall):
| Flat ground | 3m
| | Sand | 5m
| | Water | 30m
|
For other surfaces, or when there are other circumstances, the GM will
rule on the safe distance.
When a character or object falls from a higher distance, they take 3
points of damage for every additional metre. They must also take a full
round to get up after such a fall (assuming that they are capable of
standing).
All distances are doubled for horizontal "falls". These happen most
frequently when a character or object is thrown. For example, a human
could be thrown horizontally 6 metres onto solid ground without
suffering any noticeable damage.
When a character or object does suffer falling damage, the GM will
determine which hit locations the damage is assigned to. The only
restriction is that at least two body parts must take some damage
(unless there is only one point taken). Some thought should be given to
this; it usually does not make sense for a character's left arm and
right leg to take the brunt of a fall.
Note: The exceptions to this rule are detailed in the
Breakfall
skill description.
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