Damage (Action)

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Heroic Action Role-Play

Damage in Action always uses a similar mechanism, with many variants.

Damage Mechanic

Damage in Action is cinematic; heroes can take vast amounts of damage while others collapse from a single punch. The size of the weapon matters much less than the hand that wields it.

Damage Roll

An attack has an outcome and a damage value. Add the outcome to the damage value, and subtract the target's Tougness. The result is a number of wound points.

Hits

Damage is measured in hits. Each attack that does any wound points inflicts one hit. Creatures have a number of hits depending on their role in the game. Only when they have taken this much damage do they actually suffer any actual injury.

Hero Role Villain Role Hits
Action Hero Archvillain 10
Hero Villain 5
Supporting cast Henchman 3
Victim Mook 1

Hits disappear once the action is over. You brush yourself off, wipe your brow, and examine yourself for wounds, finding that what looked like serious injury was only superficial bruises. More permanent damage is taken as wounds; more on those below.

Critical Hits

Some attacks are severe enough to cause an immediate wound. If the attack roll was a critical success or the attack inflicted wound points matching the target's Body, he suffers a wound in addition to any hits he might take.

Wounds and Injury

A character who falls to zero hits is generally out of the action and starts taking wounds. You can also take wounds from critical hits. Wounds are similar to hits, but more permanent; a character needs proper rest to recover from wounds, generally at the end of an adventure.

When a character loses their last hit, check the Injury Table to see how bad it is. Depending on the number of wound points taken, this might be a simple knock-out or more serious injury. Each result also includes all the lower results; if you are maimed, you also suffer a lethal injury, serious injury, minor injury, and knockout. Wounds are not cumulative in this way.

A character who takes wounds equal to his Body dies.

Wound Points Wounds Injury
0-4 1 Knockout; wake up in ten minutes.
5-9 2 Minor injury; wear a bandage or scar.
10-14 3 Serious injury; an arm or a leg is mauled and useless (or some other serious handicap by the GMs devising).
15-19 4 Lethal injury; you need medical attention. Every minute make a Body roll difficulty 15; on a failure, you take an additional wound from bleeding. Once you make this roll you have stabilized.
20+ 5 Maimed. This is a permanent serious injury. Even if you survive, you will be a cripple; a good reason to use prosthetics, cybernetics, or that rare-to-find healing magic.

Healing

Except for maiming, all damage is temporary. Wound points don't accumulate at all. Hits disappear at the end of the fight or action scene. Wounds and other injury effects require recuperation, which takes at least a few days and generally happens between scenarios. The GM might make a short montage in a hospital or the character might just lie low for a while depending on the needs of the story.

Damage Types

Damage in Action comes in many forms.