DAMAGE
Life as a roaming adventurer is hard and risky. The rewards may be great, but the only thing you know for sure is that you will suffer all sorts of damage along the way. Damage can come in many forms and reduces one of your four attribute scores: DAMAGE TO STRENGTH : Bleeding wounds, broken bones, and pain. This is the default type of damage. If the type of damage is not specified, it's always damage to Strength. DAMAGE TO AGILITY : Physical fatigue and exhaustion. DAMAGE TO WITS : Fear, panic, confusion, misjudgment. Read more under Fear Attacks on page 112. DAMAGE TO EMPATHY : Cynicism, distrust, callousness. | SUFFERING DAMAGE You can suffer damage in many ways. These are the three most common : BY ROLLING l when you push a roll. When pushing, you suffer 1 point of damage to the attribute used for every l you roll. FROM ATTACKS. Whenever someone successfully attacks you in close combat or with a ranged weapon, you suffer damage to Strength equal to the Weapon Damage plus one for every additional x your opponent rolls. FROM MAGIC. Spells cast by Sorcerers and Druids can give you damage of all types. Read more in Chapter 6. |
ARMOR By wearing leather, chainmail, or a full suit of plate armor you can protect your body from damage to Strength. See the list of various kinds of armor, below. Armor doesn't provide protection from other kinds of damage, or from damage you inflict on yourself when you push a roll. The effect of armor is determined by its Armor Rating. When you suffer damage from a physical attack, you roll a number of Gear Dice equal to the Armor Rating. Every x you roll decreases the damage by 1. This roll does not count as an action and cannot be pushed. If any damage penetrates your armor, its Armor Rating is decreased – every l you roll reduces the Armor Rating by 1. If the armor absorbed all the damage, any l rolled has no effect. Armor can be repaired. Natural armor is not degraded in this way. | HELMETS : You can only wear one type of armor at a time, but you can combine body armor with a helmet. Add the Armor Rating of any helmet you wear to the rating of your body armor before you roll. If the armor is degraded, you can choose if it is the body armor or the helmet that is damaged. All helmets also have an extra effect: If you suffer one of the critical injuries, 65 for a slash wound, 64 for a stab wound, or 64–66 for blunt force, roll a number of Gear Dice equal to the Armor Rating of the helmet. If you roll one or more x, the critical injury is changed to the 11–12 blunt force injury instead. This will reduce the Armor Rating of the helmet to zero however. |
COVER When enemies are shooting at you, hunkering down behind cover – preferably something solid – can save your life. Taking cover behind something counts as a fast action. Cover has an Armor Rating and works exactly like armor – but only against ranged attacks. Cover can be degraded just like armor. Cover can be combined with armor – roll for cover first, then armor. | EXAMPLE
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