DAMAGE & HEALING
Damage is dealt based on weapons used, or spell they cast, and this damage is deducted from the character or enemy’s HP. If a character reaches 0 HP, he must make Might save. If successful, he is unconscious with 1 HP. If failed, he dies. When enemy or monster reaches 0 HP, it dies.
There are 2 types of rest – short and long, which allow for HP to be recovered. Short rests can be done after each scene or combat, it takes one Turn and you roll Resting dice based on class to recover HP. Long rests can only be done within hotel, town, campsite or other safe haven. A long rest fully recovers character’s HP.
FALLING
Whenever a character falls the player may roll Agility Save (see TN below) to half the damage; on a Critical, the character takes not damage at all. Refer to the table below:
Height
|
TN
|
Damage
|
Short (5 metre +)
|
7
|
1d6
|
Medium (10-15 metre)
|
9
|
2d6
|
Long (20-30 metre)
|
11
|
5d6
|
Far (50 metre +)
|
13
|
10d6
|
Any further
|
-
|
Dead
|
POISON
A poison is defined by its intensity. Whenever a character is poisoned, at the beginning of victim’s turn, he must roll Might save (See the table for TN); if he fails, he takes the 1d6 damage until he succeed the Might roll.
Intensity
|
TN
|
Low
|
7
|
Moderate
|
9
|
High
|
11
|
Extreme
|
13
|
SUFFOCATION
Victim suffocate when there’s no air, in places with heavy smokes or drowning. At the beginning of victim’s turn, he loses 1 HP and must roll Might save (TN9 or depend on GM) or lose 1d3 HP until he dies, or is not suffocating anymore.
RADIATION
Characters are bound to encounter radiation in the adventure especially when dealing with sci fi scenarios. When that happens, GM will pick the level of radiation and character must roll Might save (see the table for TN); if he fails, he takes damage indicated by the table:
Intensity
|
TN
|
Damage
|
Low
|
7
|
1d6
|
Moderate
|
9
|
2d6
|
High
|
11
|
4d6
|
Extreme
|
13
|
8d6
|
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