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DAMAGE Whenever a figure is hit by a weapon or magic, a Damage Check is performed. Each attack type has a damage modifier which is added to a D10 roll, and the result is the amount of damage points inflicted on the figure. Armor may absorb some or all of the damage up to the armor's Protection Rating, and any damage points not absorbed are inflicted on the figure and subtracted from either Fatigue or Endurance. Any damage points actually inflicted on the figure (not absorbed by armor) are termed Effective Damage. There are three types of damage possible from a successful strike, depending on how low the attacker rolled on the Strike Check: Damage affecting Fatigue; affecting Endurance; and Grievous Injury. When the Strike Check result is above 15% of the Modified Strike Chance, any effective damage is subtracted from Fatigue (Endurance when Fatigue reaches O). When the Strike Check is 15% or less of the Modified Strike Chance, any damage directly affects Endurance and is not absorbed by armor (unless the armor magically affords such protection. . If it is 5% or less of the Modified Strike Chance, a Grievous Injury may also result, in addition to Endurance damage. HOUSE RULE: 01 may always attempts to qualify for a grievous injury. Damage affecting Fatigue is absorbed by armor. Each type of armor has a Protection Rating, which indicates the amount of damage points subtracted from every successful attack. When a figure's Fatigue reaches 0, any further damage affecting Fatigue is subtracted from Endurance instead. However, a figure cannot lose Fatigue and Endurance as a result of a single Strike Check. Example: Rolf is wearing Leather armor (Protection Rating of 4) and has 3 Fatigue Points remaining. An attack against him results in 9 total damage points. The Leather absorbs 4 of those, and normally the remaining 5 would be subtracted from Fatigue. But, since he only has 3 Fatigue Points left, he loses 3 Fatigue Points and the rest are ignored entirely. If any further attacks result in damage being subtracted from Fatigue, the Leather would still absorb 4 points of that damage, but any remaining points would be subtracted from Endurance instead. The Armor Chart lists all types of armor and their Protection Ratings. The GM should feel free to invent other types of armor if he wishes. A Strike Check of 15% or less of the Modified Strike Chance results in damage directly affecting Endurance which is not absorbed by most armor, and the stricken figure always takes the full amount of the damage. The Special Damage Chart lists modified Strike Chances and their damage directly affecting Endurance range. Grievous Injuries may result if the successful Strike Check is 5% or less of the Modified Strike Chance. If a possible Grievous Injury has resulted, the damage to Endurance is first calculated and applied. The attacker then rolls D100 and consults the Grievous Injury Table. If the roll falls within the range specified for the class of weapon he is attacking with, a Grievous Injury has resulted and the effects of the resulting injury are applied to the unfortunate target immediately. If the roll falls outside the indicated range, no Grievous Injury occurs but the target still suffers endurance damage. Weapons are classed on the Weapons Chart according to type: thrusting weapons are Class A; slashing weapons are Class B; and crushing weapons are Class C. The Grievous Injury Table lists the ranges for each class of weapon. A figure may suffer any number of Grievous Injuries in a Pulse. Whenever a figure suffers a Grievous Injury, there is a possibility he has dropped whatever he is holding. A figure who suffers a Grievous Injury while wearing armor has the Protection Rating of that suit of armor reduced by 2 until repaired. Optionally, a figure who is also carrying a shield can choose to have the shield cloven and spare his armor. A cloven ' shield is useless. Damage incurred as a result of a magical attack is applied differently. Many spells attack figures with purely magical energy, while others inflict damage as a result of changes in the physical surroundings of the target (windstorms, falling rocks, and the like). When purely magical energy is involved, any damage is subtracted first from Fatigue (Endurance only when Fatigue is exhausted), but is not absorbed by armor. Other damage types, also subtracted from Fatigue, are absorbed by armor. If a spell does damage more than the combined fatigue and endurance of the target the target is killed. When being attacked by the breath weapon of a monster, treat the damage as if magical energy with no resistance unless stated so in the monster description or allowed by a spell or magical item. The damage done with a particular weapon may be increased due to exceptional Physical Strength. If using this rule, add 1 to the damage modifier of a weapon for every 5 points of Physical Strength above the minimum necessary to wield the weapon the attacker possesses. Thus, a figure with PS of 20 through 24 would do D+5 damage when wielding a Broadsword. However, for every +1 of damage the figure receives, an extra 3% is added onto the chance of the weapon breaking during combat. The above figure with the PS of 20 would have a chance to break the Broadsword on rolls of 96 through 99, inclusive. This increase in breakage chances precludes any Modified Strike Chances which would conflict with it. Thus, if the above figure had a Modified Strike Chance of 97%, it would actually be 92% since rolls of 93 99 would result in a possible break and 100 would result in a possible drop. This does not apply to Thrown or Missile Weapons. For every three ranks a characters has with a weapon the damage modifier is increased by one. THE EFFECTS OF DAMAGE The ultimate result of incurring damage for any figure is death; this arrives when the figure's Endurance reaches 0. When figure's Endurance reaches 3, he falls unconscious, and can only be revived by time or the arts of a Healer. Whenever a figure suffers effective damage greater than one third his original fatigue from a single strike, he becomes Stunned. The figure may not take any other action except attempt to recover from Stun until he has recovered. A figure who becomes Stunned may drop anything he is holding. 3 X MD. The check is only per Formed once, at the moment the figure becomes Stunned. A Stunned figure who is engaged automatically has the lowest Initiative Value of the engagement; an unengaged Stunned figure acts the last of all his fellows. A stunned character is for all practical purposes unable to use a shield but still benefits from agility. To recover from being Stunned, a figure must roll less than or equal to 2 x his Willpower plus his current Fatigue. Current Fatigue is the figure's Fatigue total at the instant the roll is made. Every Pulse after becoming stunned, the figure may attempt to recover but may do nothing else, including move. HOUSE RULES: If an character suffers damage that is greater than its PS, it must roll under 3 X PS or be knocked back one hex and roll under 3 X AG to remain standing. The knock-back comes from the force of the blow, not the amount of damage done to a character’s fatigue or endurance. If facing an opponent who is 50% taller than the character, the knock-back is considered a slam and the person is knocked to the ground unless they roll under 3 X PS. If they fail the roll they must roll under 3 X MD to maintain hand held items
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