I've condensed the three tables used to figure penetration vs armor into one table; as a side effect, I've also divided all penetration and armor ratings by 3 (round nearest). The loss of resolution hasn't been a problem so far.
This table is used the same way as the Penetration vs Armor tables in the rules, except that I dispense with the secondary table for blunt trauma (and any rolls associated with it). If penetration and armor are equal, the damage that gets through is considered to be blunt trauma or some equivalent appropriate to the special effect, rather than the attack itself having penetrated.
|Pen - Armor||Damage Modifier|
|-1 or less||No Damage|
|0||-5 (armor not breached)|
|2 or more||-0|
Rather than the RoF and number of bullets allocated here and there and what not, I use the simpler and more abstract system I invented for Feng Shui: a 3-shot burst is +1 AV, doubling the number of bullets is another +1. Shooting at multiple targets is -2 AV for each target beyond one, applied to every target. (Closely-spaced targets might only be -1, widely-spaced ones might be -3.) When shooting at multiple targets, the bonus for multiple bullets is based on the number of bullets per target, not total.
This scheme can also be extended to deal with hordes of faceless minions: if 48 fanatic Aztec warriors are flinging spears at one intrepid Surveyor, the GM can roll one attack at +5 AV rather than 48 individual attacks. This may not be as realistic, but it's much faster.
|# of Attacks||AV Bonus|
Continuous-beam weapons are considered to have a RoF of 100, which means they receive +6 AV to hit. Also, energy weapons reduce the penalty for additional targets by 1 (to a minimum of -1). Normally, such weapons have a fairly low penetration, and a low damage which is increased by the AV bonus. Beam weapons can be kept focused on one spot in an attempt to burn through armor; in this case, the user takes a -2 AV penalty, but Outcome up to the AV bonus for multiple shots against the target can be used to increase the penetration (divide Outcome by 3, round nearest, add to penetration). Any excess Outcome goes to increase Damage as usual.
Any autofire weapon with a RoF of 100 or more is also considered to be a beam weapon; if the RoF is more than 100, consider it to be 100 and each 'shot' to be a group of shots: increase the damage according to the number of shots in each group (+2 for 2, +4 for 4, +6 for 8, ...) but don't increase the penetration. If the recoil is negligible (Str min 5 or less below the user's Bod:Str), the reduction in additional target penalties applies as well.
Although the table mapping (damage + outcome - Bod:Tgh) to wound points is not completely wrongheaded, anything that has table lookups and quarter points is pretty icky. So I ditched the notion of Wound Points and replaced them with Wound Levels, each wound level having an AV penalty, death check difficulty, healing time, and whatnot associated with it. This is still a table lookup, but it's a much shorter table, and doesn't have quarter-points.
|Dam + Outcome
Death checks are rolled when the wound is taken, as Bod:Con vs the listed difficulty; if the difficulty is in () then the check can be assumed to succeed without a roll unless the GM is feeling vicious.
Penalties are not cumulative: only the penalty for the most serious wound applies. The exception to this is that five wounds of one level count as one of the next higher level for penalties (but not for Death Checks nor for healing).
If the AV penalty is enough to reduce the victim's Bod to 0 or less, the victim is considered unconscious or otherwise incapacitated. A Medic roll (see Healing) which gets an outcome of -5 or more will allow the victim to function, albeit at whatever AV penalty the wound level dictates. For serious wounds, this may not make much difference.
Nonlethal damage works in essentially the same way as normal damage, with a few exceptions. Death Checks are replaced by Knockout Checks; a failed Knockout Check leaves the victim unconscious and inflicts a wound of two levels less than the shock that forced the Knockout Check.
|Dam + Outcome
The Medic Time for a shock is always 3 minutes, and the Medic Difficulty is always 6. This applies only to the shock itself; any wound resulting from a failed Knockout Check is handled separately.
The penalties for multiple shocks are handled in the same way as multiple wounds; the shock penalty is then added to the wound penalty (if any) to determine the victim's total AV penalty. This total penalty is used to determine incapacitation.
Some attacks inflict combined damage; they will be described as doing N damage plus M stun. The normal damage component is handled as usual, and may or may not end up inflicting any wounds. The stun component is treated as a stun attack of N+M, except that a failed knockout check only renders the victim unconscious; no additional wound is inflicted. Also, the total penalty is just that of the shock level; do not add the penalty for the wound level. After the victim recovers as from a shock of that level, ignore the stun component and treat the wound in all ways as a wound of the appropriate level.
By substituting attributes for one another and different effects for unconsciousness and death, this basic scheme can be extended to cover many sorts of attacks. EG:
The attribute used to determine 'unconsciousness' will usually be the primary attribute of whatever secondary attribute is used to resist the damage. Physical damage will usually use Bod:Con for healing and mental damage will usually use Mnd:Wil, but not always. 'Unconsciousness' should be mapped to some temporary effect which goes away when the damage is healed or recovered; 'death' can be pretty much any horrible fate. AV penalties should remain AV penalties. If the special effect of the attack requires that the penalties only apply to certain actions, they might be doubled, but probably not.
'Attacks' which benefit the target (ie, transform friend to living god) should use the Empowering Alter rules.
Each wound is treated and healed separately. Medical care takes the time and difficulty indicated on the chart, with each full 5 points of Outcome reducing the time required by one step. A failed roll takes the full base time and has no effect; a successful roll reduces the wound by one level. This may only be done once per wound, and must be done before the base healing time listed has elapsed.
Natural healing requires a roll of the sufferer's Bod:Con vs 5 and the time listed to reduce a wound by one level. A failed roll takes one time step longer; each full 5 points of Outcome on a successful roll reduces the time by one step. A full-time attending physician may make another roll vs the Medic difficulty for the current wound level, reducing the healing time by one step for a successful roll and for each 5 Outcome. For a non-full-time attending physician, apply a penalty to her roll according to the proportion of time spent on the patient (-2 for half time, -4 for a quarter, -6 for an eighth, etc)
Stun damage is healed the same way, although of course the difficulties and times will be different. Stun damage rarely persists long enough for hospitalization to be an issue.
The bonuses for good medical care listed in the book apply to both physician rolls and natural healing rolls; a good hospital and a good doctor can get you back on your feet pretty quick.
The above applies to natural healing, possibly assisted by surgery and antibiotics. Magical or high-tech means of repairing the damage directly will obviously be much faster; see the section on Healing Powers for details.
The difficulty reductions for requiring a skill roll are overly generous in the book: reduce them all by one notch. Some other cons are stuck into the table to make it more useful, but are essentially the same as the in the book.
There are two ways to heal a wound with a Power:
A character's swimming movement is 1/3 their normal Bod:Mov; this can be increased by 1 for 3 character points.
Drowning or other asphyxiation or anoxia initially inflicts a shock of 0 damage vs Bod:Con (not Bod:Tgh); this damage increases by 1 for each 10s, or for each turn if the victim is engaging in significant exertion. Note that this is all one shock; the rule for combining shocks does not apply.
Fatigue is treated as a stun attack doing damage equal to the given fatigue rating plus a closed roll, except that:
After a character is created, it improves not by directly gaining more character points, but through spending experience points. Experience points are granted by the GM at some rate that fits the desired escalation rate of the campaign; anywhere from one every few sessions to two or three per session.
The number of experience points required to raise a skill, power, or attribute by one point is equal to the cost of one point of that skill/power/attribute at creation time, multiplied by the level being bought to. For example, Mnd:Wil costs 3 per point at creation time, so increasing it from 5 to 6 would cost 3*6 or 18 experience points.
Adding or increasing advantages may be done only with the GM's explict permission, but otherwise follows the same rules. For advantages which have one cost for the base level and a different cost for each additional level (eg Flight and Natural Weaponry), count the base level as 1, the first additional level as 2, and so forth, multiplying the creation cost of each level by its number to find its experience cost.
Reducing a disadvantage requires five experience points for each character point of disadvantage removed.
This file was last modified at 1635 on 22Jun99 by firstname.lastname@example.org.