From: | shadowrn@*********.com (Gurth) |
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Subject: | Damage system |
Date: | Wed Jan 23 13:45:08 2002 |
the last couple of days. Feedback will be highly appreciated :)
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These adjustments to the Shadowrun damage resolution system are intended to
remove the "cap" of ten damage boxes that is in the normal system, and to
reduce the predictability involved in taking damage. This way, characters
can function for longer when wounded, but weapons causing little damage are
that much more dangerous as well.
When a character takes damage, roll the normal Body (for physical damage)
or Willpower (for Stun damage) Resistance Test and use it to stage the
damage down as per the standard Shadowrun rules.
However, characters do not have the normal 10 boxes on their Physical and
Stun Condition Monitors. Simply keep adding the damage to any that was
previously taken; the character does not pass out or die when reaching 10
boxes worth of damage. Instead, compare the highest-rolling die of the
Damage Resistance Test to the total number of boxes of damage taken
(physical or Stun, as appropriate to the attack). If the die equals or
exceeds the total number of damage boxes, the character is fine and can
continue to act (though naturally with a wound modifier; see below).
For Stun damage, if the highest-rolling die on the Willpower test is less
than the total number of boxes of Stun damage taken, the character falls
unconscious. Stun damage does not overflow into physical damage; any Stun
damage inflicted while the character is already unconscious only increases
the recovery time.
With physical damage, when the die that rolls highest does not equal the
total number of boxes of physical damage the character has taken, the
character not only falls unconscious, but is dying as well. He immediately
rolls another Body test, with a target number equal to the total number of
boxes of damage suffered (wound modifiers do not apply); failing to achieve
any successes on this test means the character dies there and then. If he
doesn't die, he takes an extra box of damage every number of turns equal to
his Body rating, and must make the Body test again.
Obviously, all of the above does not apply if the character dodges the
attack completely.
Optional: Unconsciousness From Physical Damage
On Body tests to resist physical damage, compare the TWO highest-rolling
dice tot he total number of boxes of damage taken. If neither equals or
exceeds this target number, the character is dying as described above,
while if only one of the two has rolled high enough, the character is
unconscious or otherwise incapacitated for a number of turns equal to the
difference between the next-highest die and the target number. If both
rolled high enough, the character can act normally.
Wound Modifiers
The table below shows the wound modifiers resulting from taking a given
number of boxes of damage. In the unlikely event that a character takes
over 35 boxes and is still conscious/alive, simply continue the progression.
Boxes of Target Number Initiative
Damage Taken Modifier Penalty
0 +0 -0
1-2 +1 -1
3-5 +2 -2
6-9 +3 -3
10-14 +4 -4
15-20 +5 -5
21-27 +6 -6
28-35 +7 -7
etc.
First Aid & Healing
Stun Damage
A character unconscious from Stun damage comes back around according to the
normal rules for Healing Stun Damage on page 126 of SR3.
Physical Damage
Most of the normal rules for healing can be applied here as well, though
some modifications have to be made. The target numbers for any healing or
first aid attempts are on the Healing Table, below. The base time required
to heal a wound is 3 days multiplied by the total number of damage boxes
the character is suffering from. The minimum time is one-tenth of this,
rounded up to the nearest whole day. After this time has passed, check the
Wound Modifiers table, above, for the character's current wound modifiers.
Go up one line, to the next-lower modifier, and read off the minimum number
of damage boxes that goes with that modifier.
For example, if a character has 8 boxes of damage (+3/-3 modifiers),
healing will take 8 x 3 = 24 days. This reduces his wound modifier to
+2/-2, and he will have 3 damage boxes left, because that is the minimum
for the +2/-2 modifiers.
First aid requires two full combat turns per box of damage suffered by the
wounded character. When successful first aid is applied, his total number
of damage boxes taken is reduced to the minimum for one lower wound
modifier, as for normal healing (see above).
Magical Healing
When using a healing spell, the Drain is calculated normally for wounds up
to and including 10 boxes. For more severe wounds, add +2 to the Drain
Target for every point the subject's wound modifier is about +3. (See the
Healing Table, below.)
Healing Table
Magical Healing
Boxes of Target Drain Drain
Damage Taken Number Target Level
0 - - -
1-2 4 - L
3-5 6 - M
6-9 8 - S
10-14 10 - D
15-20 12 +2 D
21-27 14 +4 D
28-35 16 +6 D
etc.
An Example
Shonny has just been shot, 9M damage with four successes behind it. Luckily
he's wearing 5/3 armor, so his Body test (5 dice) is easy enough. Rolling
2, 4, 4, 5 & 5 he "only" takes a Moderate wound, three boxes. That puts him
at 3 boxes in total; because his highest die is a 5, there's nothing to
worry about: he stays conscious and able to act, though at a +2 target
number and -2 initiative modifiers.
Unfortunately, the attacker has two shots, and the other one hits as well,
again with four successes. A roll of 2, 3, 3, 4 & 11 gives Shonny a Serious
wound: 6 boxes on top of the 3 he already had. That's 9 in all, but he's
lucky that he rolled an 11. High enough to still remain conscious and able
to return fire -- though at a +3 modifier now.
Seconds later, Shonny's Manabolted (this is not his day) for 5M damage,
with only two successes. His Willpower of 4 rolls 1, 2, 3 & 14 so he has
another Moderate wound to contend with, bringing his total up to 12 damage
boxes. But he's lucky still: that 14 is enough to keep him on his feet! OK,
so his wound modifiers are up to +4/-4, but at least he can try to crawl
away.
When he finally gets to his street doc buddy Anita, Shonny will have to
spend a base of 42 days (and a minimum of 5 days) healing in order to get
the damage down to 6 boxes, which is the minimum for a +3/-3 modifier.
After that it'll take up to 27 days (minimum 3 days) to get down to 3 boxes
(+2/-2 modifier), then 9 days to get down to 1 box, and then another day to
be fully healed.
--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
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