Difference between revisions of "Damage"

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* ''Burning'' damage is the product of acute exposure to extreme temperature, voltage, radioactivity, or corrosiveness. Accident-free for zero days.
 
* ''Burning'' damage is the product of acute exposure to extreme temperature, voltage, radioactivity, or corrosiveness. Accident-free for zero days.
 
* ''Crushing'' damage results from an application of heavy force, which compresses the body like a tube of toothpaste.
 
* ''Crushing'' damage results from an application of heavy force, which compresses the body like a tube of toothpaste.
* ''Bleeding'' damage comes about as blood drains from the body in excess, whether it's a wound that won't clot or a huge mosquito.
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* ''Bleeding'' damage comes from profuse hemorrhaging, whether it's a wound that won't clot or a huge, thirsty mosquito.
  
 
You make a [[Guard]] check to resist lethal injuries. See the ''Guard'' entry in ''Chapter 6: Skills''. The amount of incoming damage minus the result of your Guard check equals the amount of HP lost. When a character reaches 0 HP, he falls comatose. When a character drops below 0 HP, he dies. Cry you may, but die you must.
 
You make a [[Guard]] check to resist lethal injuries. See the ''Guard'' entry in ''Chapter 6: Skills''. The amount of incoming damage minus the result of your Guard check equals the amount of HP lost. When a character reaches 0 HP, he falls comatose. When a character drops below 0 HP, he dies. Cry you may, but die you must.
 
<noinclude>[[Category:Damage]]</noinclude>
 
<noinclude>[[Category:Damage]]</noinclude>

Revision as of 00:33, 10 January 2021

When a character suffers an injury, he takes damage. Damage can be caused by the actions of foes in combat, bad luck, or naturally occurring hazards. Whereas harm is a term used to represent a weapon's lethality, damage represents the extent of a character's sustained injuries.

Bodily trauma can be inflicted using any of the following methods, however, some creatures may be resistant or immune to one or more of them.

  • Bludgeoning damage results from the impact of a solid object, which causes blunt trauma. Hammer, meet nail.
  • Piercing damage is caused by thrusting attacks with pointed objects, which inflict deep penetration wounds. Organ perforation, impalement, the works.
  • Slashing damage follows chopping or slicing attacks with edged objects, which deliver wide incised wounds… or amputations.
  • Burning damage is the product of acute exposure to extreme temperature, voltage, radioactivity, or corrosiveness. Accident-free for zero days.
  • Crushing damage results from an application of heavy force, which compresses the body like a tube of toothpaste.
  • Bleeding damage comes from profuse hemorrhaging, whether it's a wound that won't clot or a huge, thirsty mosquito.

You make a Guard check to resist lethal injuries. See the Guard entry in Chapter 6: Skills. The amount of incoming damage minus the result of your Guard check equals the amount of HP lost. When a character reaches 0 HP, he falls comatose. When a character drops below 0 HP, he dies. Cry you may, but die you must.