Difference between revisions of "Damage"
From NsdWiki
(Rewrite damage) |
(+cat) |
||
Line 7: | Line 7: | ||
* ''Slashing'' damage follows chopping or slicing attacks with edged objects, which deliver wide incised wounds… or amputations. | * ''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. | * ''Burning'' damage is the product of acute exposure to extreme temperature, voltage, radioactivity, or corrosiveness. Accident-free for zero days. | ||
− | * ''Crushing'' damage results from | + | * ''Crushing'' damage results from an application of heavy force, which compresses the body like a tube of toothpaste. |
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> |
Revision as of 11:59, 6 July 2020
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.
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.