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legacy:characters:health_and_damage [2025/02/28 22:12] tailkinkerlegacy:characters:health_and_damage [2025/10/16 04:07] (current) – [Injury] tailkinker
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 A successful attack does not always inflict injury.  It is expected that a character will twist to mitigate the impact, block with a shield, absorb some of the damage on their armour, or sidestep to avoid an attack at the last moment.  All these efforts burn through a character's energy, which is represented in this game with their **Stamina**. A successful attack does not always inflict injury.  It is expected that a character will twist to mitigate the impact, block with a shield, absorb some of the damage on their armour, or sidestep to avoid an attack at the last moment.  All these efforts burn through a character's energy, which is represented in this game with their **Stamina**.
  
-A character's Stamina is based on their Ancestry, their Background and their Class.  A character's Ancestry and Background include an attribute as part of their Stamina;  whenever an attribute is improved, and its modifier goes up, this will also increase your Stamina.  If the same attribute is added twice (which it often is, especially Strength), then when you improve it, increase your Stamina twice.+A character's Stamina is based on their Ancestry, their Background and their attributes.  A character's Ancestry and Background include an attribute as part of their Stamina;  whenever an attribute is improved, and its modifier goes up, this will also increase your Stamina.  If the same attribute is added twice (which it often is, especially Strength), then when you improve it, increase your Stamina twice.
  
 Your Stamina cannot be negative.  If you are struck for damage, and the amount of damage that you take is higher than your current Stamina, then your Stamina becomes zero. Your Stamina cannot be negative.  If you are struck for damage, and the amount of damage that you take is higher than your current Stamina, then your Stamina becomes zero.
 +
 +==== Rush ====
 +
 +Rush is the sudden kick of adrenaline, driving your character to greater accomplishments, and allowing them to avoid attacks that would otherwise connect.  It serves as a temporary buffer against injury;  damage taken is applied to Rush, if the character has any, before the remainder affects Stamina.
 +
 +Rush is treated in exactly the same manner as Stamina, save for the following distinctions.  First, Rush is temporary;  you lose all Rush whenever you take a rest.  Second, Rush cannot be recovered;  no healing effects will replenish Rush.  Finally, whenever you would gain Rush, the amount gained is not //added// to your current Rush;  it instead //replaces// it.  You may choose to ignore the gained Rush, and keep your current level instead.
 +
  
 ===== Injury ===== ===== Injury =====
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 All characters start at zero Injury, and every point of Injury represents a physical wound that your character has taken.  Injury does not accumulate as fast as Stamina depletes, but it is much more impactful. All characters start at zero Injury, and every point of Injury represents a physical wound that your character has taken.  Injury does not accumulate as fast as Stamina depletes, but it is much more impactful.
  
-If you are struck for damage, and have no Stamina remaining, you take one point of Injury per die of damage that would have been rolled.  The attacker need not actually roll the damage dice.  +If you are struck for damage, and have no Stamina (or Rush) remaining, you take one point of Injury per die of damage that would have been rolled.  The attacker need not actually roll the damage dice.  
  
 Armour and other sources of DR can mitigate this.  If your DR is higher than the maximum value of the lowest of the damage dice that would have been rolled, then reduce the amount of Injury you take by one point. Armour and other sources of DR can mitigate this.  If your DR is higher than the maximum value of the lowest of the damage dice that would have been rolled, then reduce the amount of Injury you take by one point.
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 === Survival Checks === === Survival Checks ===
  
-At the end of any encounter, if you are Disabled, make a Fortitude defence check against a TN of 16.  (Remember to subtract your Injury from this check!)  If an ally is on hand to perform First Aid, you may use their Medicine skill instead of your Fortitude defence, and need not apply your Injury penalty to that roll.+At the end of any encounter, if you are Disabled, make a Fortitude defence check against a TN of 14.  (Remember to subtract your Injury from this check!)  If an ally is on hand to perform First Aid, you may use their Medicine skill instead of your Fortitude defence, and need not apply your Injury penalty to that roll.
   * **Success**:  You pull through.  You remain Disabled, but you're not in mortal danger any more.   * **Success**:  You pull through.  You remain Disabled, but you're not in mortal danger any more.
   * **Failure**:  You die.  Make a new character.   * **Failure**:  You die.  Make a new character.
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 Resistance and then vulnerability are applied after all other modifiers to damage. Resistance and then vulnerability are applied after all other modifiers to damage.
  
-==== Damage Reduction ====+===== Damage Reduction =====
  
 Unlike Resistance, Damage Reduction is applied to the final amount of damage before that damage is applied to stamina or hit points.  Though less effective than Resistance, Damage Reduction is also generally easier to come by. Unlike Resistance, Damage Reduction is applied to the final amount of damage before that damage is applied to stamina or hit points.  Though less effective than Resistance, Damage Reduction is also generally easier to come by.
legacy/characters/health_and_damage.1740780724.txt.gz · Last modified: by tailkinker