Difference between revisions of "Damage"
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* ''Piercing'' damage is caused by thrusting attacks with pointed objects, which inflict deep penetration wounds. Organ perforation, impalement, the works. | * ''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. | * ''Slashing'' damage follows chopping or slicing attacks with edged objects, which deliver wide incised wounds… or amputations. | ||
+ | * ''Crushing'' damage results from an application of heavy force, which compresses the body like a tube of toothpaste. | ||
* ''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. | ||
− | * '' | + | * ''Draining'' damage comes from the depletion of vital resources: profuse hemorrhaging, desiccation, or energy-sucking alien parasites. |
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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> |
Latest revision as of 18:13, 12 March 2022
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.
- Crushing damage results from an application of heavy force, which compresses the body like a tube of toothpaste.
- Burning damage is the product of acute exposure to extreme temperature, voltage, radioactivity, or corrosiveness. Accident-free for zero days.
- Draining damage comes from the depletion of vital resources: profuse hemorrhaging, desiccation, or energy-sucking alien parasites.
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.