Difference between revisions of "Miscellaneous Damage Issues"

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Latest revision as of 22:40, 9 May 2018

Assassination

This information is clearly described in the occupation description of “Assassin”, but bears repeating here. When an assassin successfully assassinates a target (acquires, then gets placement by rolling a 6 or beating the target by 10), the victim's stamina is automatically reduced to 0 (or less, for higher-stage assassins) regardless of how much prior stamina the target had, makes the victim unconscious, and bleeding a mortal wound. This is assuming that the assassin can actually get at the victim's vitals, meaning that either the victim had no vital armour, or the assassin could punch through. When a being has been assassinated, they are recoverable for only a short time because of the mortal wound.

Force

Force can sometimes have a significant part in damage inflicted. Whenever it may be applied, it does damage with the ratio of 1 point of stamina for every 1000 Newtons of force. This is what allows large beings to inflict large amounts of damage in hand-to-hand combat. The force applied by guns can inflict damage in several situations: when the target is against an unyielding surface (like an armoured wall), when the target has no means of dealing with the impulse (like rolling with the blow), or when the referee is in a good/bad mood and feels like it.

By the way, 1000 Newtons is the force required to hold up 100 kilograms in one standard gravity (10 m/s²).

Falling

If someone falls from significant height, they will take damage. To find out how much damage, use the table below (assuming g = 10m/s²). The distance that the person falls should be reduced by their agility. So, if a person with average (3) agility falls 5 meters, they should only take damage equivalent to a 2 meter fall. Note that the damage should be reduced if the person lands on something soft. For example, a person landing on water would only take 10% of the damage.

Distance (m) Damage
1 1
2 ½D6
3 1D6
4 2D6
5 3D6
8 4D6
10 5D6
15 6D6
20 7D6
30 8D6
40 9D6
Distance (m) Damage
50 10D6
60 11D6
70 12D6
80 13D6
90 14D6
100 15D6
120 16D6
140 17D6
160 18D6
180 19D6
200+ 20D6