Difference between revisions of "Damage"

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Attacks or other circumstances may call for a damage roll. Each damage die has 3 green results, 2 blue results, and 1 red result. The attack note how many dice to roll, and more dice always indicates a more powerful attack. If you don't have damage dice you may use a standard d6 and read the faces as:
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Attacks do a base Damage or Morale. The higher the damage, the more likely it is to Knock Out (KO) a target. Damage 1, 2, or 3 deal that many "Strikes". A hero may take 3 Strikes before they are Knocked Out (KOed). Damage 4 or more KOs a hero immediately without a Save (see below). Each Momentum may bump damage up by one value--or decrease it by one value if it's Momentum for the target!
*1-3: green
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*4-5: blue
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==Saves==
*6: red
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For each red result, roll another die and apply its result as well.
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==Horde==
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[[Horde]] have a fixed damage required to KO them, and anything less causes a Stun instead. If all figures in the horde are Stunned, another Stun KOs a figure instead.
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==Damage Examples==
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{|
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|Value||Damage||Morale
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|-
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|1||Average punch||Real fear
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|-
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|2||Heavy club||Under your skin
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|-
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|3||Bone breaking||Shocking truth, the bad kind
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|-
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|4||Bullet or sword||Realizing there's no hope
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|-
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|5||Large bore||Soul crushing
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|-
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|6||Heavy Weapon||x
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|-
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|66||Cannon||x
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|-
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|666||Siege Weapon||x
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|}
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==Damage==
 
A green result always deals grit, so effects are only listed for the blue and red result on each attack. Red results always add another die.  For each effect result you roll of each type:
 
*'''Grit:''' Deals one grit.
 
*'''Hits:''' Deals one hit.
 
*'''Wits:''' Deals one wit.
 
  
 
==Special Damage==
 
==Special Damage==

Revision as of 07:05, 19 August 2018

Attacks do a base Damage or Morale. The higher the damage, the more likely it is to Knock Out (KO) a target. Damage 1, 2, or 3 deal that many "Strikes". A hero may take 3 Strikes before they are Knocked Out (KOed). Damage 4 or more KOs a hero immediately without a Save (see below). Each Momentum may bump damage up by one value--or decrease it by one value if it's Momentum for the target!

Saves

Horde

Horde have a fixed damage required to KO them, and anything less causes a Stun instead. If all figures in the horde are Stunned, another Stun KOs a figure instead.



Damage Examples

Value Damage Morale
1 Average punch Real fear
2 Heavy club Under your skin
3 Bone breaking Shocking truth, the bad kind
4 Bullet or sword Realizing there's no hope
5 Large bore Soul crushing
6 Heavy Weapon x
66 Cannon x
666 Siege Weapon x



Special Damage

  • Burn: Deals a hit and adds a burning marker. Burning: During your next turn 2d per Burning marker. Blue and red deal burn. You may use a snap and/or an action to eliminate 1 burn marker.
  • Kill: One kill result forces you to make a hits check. Each extra kill result adds a penalty to that check. (Defunct, I think this is just Hits/Hits)
  • Stun: Each result gives you an extra penalty on all checks until the end of your next turn. (Defunct, because its annoying.)
  • Subdue: One subdue result forces you to make a resolve check. Each extra subdue result adds a penalty to that check. (Defunct, probably Grit/Grit)

Damage keywords

  • Stagger: If red results exceed your Grit threshold, you are knocked down.
  • Bleed: Each red result adds a bleeding marker. Bleeding: During your next turn you suffer hits equal to bleed markers and remove 1 bleed marker. (Review)

Damage Reduction

  • Armor blocks hits, one per one.
  • Faith blocks wits, one per one.
  • Tough blocks grit, one per one.


Optional Damage Rules

  • Optional Rule: Gritty damage. If you take more damage than your attribute's control in one lump, you have to make a check.
  • Optional Rule: Knockback. Red results (stagger) beyond your stamina pushes you back one area.
  • Optional Rule: Overflow damage. If you fumble a grit, hits, or wits check suffer your marker and immediately check again in place of gaining interference.
  • Optional Rule: Gritty bleeding. Instead of removing a bleeding marker automatically, only remove one if you make a strength check with a margin equal to the number of markers.
  • Optional Rule: Deadly Grit. If you're out, further Grit results are treated as hits instead.

Armor

Armor protects you from damage. When hit, you discard effect dice equal to the rating (after they are all rolled, your choice which). If you have multiple armor ratings you only use the best. Armor covers all hit locations against all attacks unless keywords change that.

Recovering Damage

After an encounter you are no longer out, remove any grit markers and regain any lost grit bubbles. You may rest to eliminate the exhausted state. Rest requires that you eat a meal (inexpensive to purchase or use supplies). Each day if you rest you may recover and attempt a strength check. If you succeed you eliminate a wounded marker or regain lost hits equal to your stamina. When you gain focus you eliminate a flustered marker or regain wits equal to your intellect.

State

Main article: State

As a result of effects you may gain temporary states that change what you can do. You can have any number of different states. Some states will stack, and give you multiple markers to track how affected you are. If a state doesn't allow multiple markers you lose 1 grit if you would get the same state again.

Precision

Normally attacks or effects hit you in the body, dealing the default effects. However it is possible to target attacks at specific locations to gain extra effects. Targeting a specific hit location adds a penalty, and is called a precision attack. Most individuals have a body, two arms, two legs, and one head. Different types of opponents may have new hit locations you can target, just ask.

  • Arms: When your arms are attacked if hits exceed your stamina you are injured and you lose one hand for equipping items until you recover from being injured.
  • Bypass: You try to avoid armor. The target rolls an effect die per armor, and if the result is green you ignore that armor.
  • Disarm: Your effects are applied to an equipped weapon or item, and it is dropped it that area.
  • Head: When your head is targeted you gain a bonus to any defense, but if you are hit the attack rolls +3dE.
  • Legs: When your legs are attacked if hits exceed your stamina you are injured and you lose 2 speed from all your moves until you recover from being injured.

Area Effect

Some attacks (including blast attacks) affect entire areas rather than single targets. You attack an area, and if you hit the effect spreads from there. If you miss, you check diversion. Diversion moves the target areas up to the failure margin towards the nearest individual with interference. If no one has interference then it deviates towards you instead. The effect then emerges from the new target area normally. Since it is the area being attacked and not individuals within, a Dive defense only needs to succeed to allow a move before any damage is rolled, since it isn't actually a contest.

Damaging Equipment

Roll one effect die for each hit an item takes. One red result damages the item, essentially giving it a hits marker. Any use of the item will suffer a penalty until it's repaired, as will the attempt to repair it. A second red result disables the item. It's out, it can no longer be used and stops providing any benefit at all until repaired. A third red result destroys the item completely, and it may no longer be repaired. Large or complex items may have separate components that can be disabled by red results. If an item has hits, they must be eliminated before these effects are rolled.

Luck

Occasionally the referee may need players to roll for luck in general. There's no check or skill involved, just a single effect die. A green result should be fortunate, and represent a good outcome. A blue result is unfortunate, and represent a bad outcome. A red result adds another die, as usual, and intensifies the final result. So a red and then a green is a very lucky outcome. A red, a red, and then a blue is a catastrophic misfortune.



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