Talk:Sphere RPG System Mechanics: Difference between revisions
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Weapons attack with their Impact value, which is their physical ability to inflict damage. If the weapon exceeds the defender's summed resistance threshold it inflicts a wound. Higher thresholds may result in more severe effects, such as instant death (literally or functionally for combat purposes). | Weapons attack with their Impact value, which is their physical ability to inflict damage. If the weapon exceeds the defender's summed resistance threshold it inflicts a wound. Higher thresholds may result in more severe effects, such as instant death (literally or functionally for combat purposes). | ||
Entities with '''Stamina''' also need to roll the Shock value of the weapon against their Shock Resistance - | Entities with '''Stamina''' also need to roll the Shock value of the weapon against their Shock Resistance - Success means that the individual continues to fight. Failure means that they slide into unconsciousness or combat ineffectiveness as their body goes into shock. Characters in this state are incapacitated for combat, though hardly dead - they may still be conscious of their surroundings and even if not, modern battlefield medicine can keep almost anyone alive so long as their brain remains intact. | ||
Being in a fight is not a static experience though; with adrenaline released into the bloodstream, humans can perform physical tasks better, react more quickly and resist pain. As a result, every point of Adrenaline a character has provides the following bonuses, to a maximum of double the base value: | |||
:+1 Shock Resistance | |||
:+1D to any perception or physical actions that involve major movement (running, spotting enemies, etc) | |||
:-1D to any any actions that require concentration or fine motion (hacking a control cortex, running a bypass, etc) | |||
Events that modify a character's Adrenaline are as follows: | |||
:Gunfire (first time): +1 | |||
:Getting hit (first time): +1 | |||
:Taking a wound (first time): +2 | |||
:Taking additional wounds: +1/per | |||
:Calming exercises: -1 | |||
:Lull in fighting: -1 to -3 | |||
If a character ever has Wounds higher than their Shock Resistance, they automatically pass out. |
Revision as of 16:10, 6 June 2012
Wounding
Weapons attack with their Impact value, which is their physical ability to inflict damage. If the weapon exceeds the defender's summed resistance threshold it inflicts a wound. Higher thresholds may result in more severe effects, such as instant death (literally or functionally for combat purposes).
Entities with Stamina also need to roll the Shock value of the weapon against their Shock Resistance - Success means that the individual continues to fight. Failure means that they slide into unconsciousness or combat ineffectiveness as their body goes into shock. Characters in this state are incapacitated for combat, though hardly dead - they may still be conscious of their surroundings and even if not, modern battlefield medicine can keep almost anyone alive so long as their brain remains intact.
Being in a fight is not a static experience though; with adrenaline released into the bloodstream, humans can perform physical tasks better, react more quickly and resist pain. As a result, every point of Adrenaline a character has provides the following bonuses, to a maximum of double the base value:
- +1 Shock Resistance
- +1D to any perception or physical actions that involve major movement (running, spotting enemies, etc)
- -1D to any any actions that require concentration or fine motion (hacking a control cortex, running a bypass, etc)
Events that modify a character's Adrenaline are as follows:
- Gunfire (first time): +1
- Getting hit (first time): +1
- Taking a wound (first time): +2
- Taking additional wounds: +1/per
- Calming exercises: -1
- Lull in fighting: -1 to -3
If a character ever has Wounds higher than their Shock Resistance, they automatically pass out.