Ore Altdmg

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Alternative Damage System – ORE This alternative rule grants groups the ability to remove hit locations and use the height of an attack to determine the severity of the wound caused. In the Alternate Damage system for ORE, height is used to represent the severity of the wound, rather than the hit location. In this system, location is not tracked (unless the player chooses to sacrifice a limb to the damage, see below). There would be four wound severities: Superficial, Serious, Critical, and Mortal. The heights and number of wound boxes are as follows: Mortal 10 Right Arm Left Arm Critical 8 – 9 Serious 5 – 7 Right Leg Left Leg Superfici al 1 – 4 Characters suffer the following penalties when they have all damage boxes in the appropriate category filled with Killing Damage. The character suffers the most severe penalties for the damage they have taken. Thus, a character with one point of Killing Damage in Critical and Superficial would be at -1d to all actions, while a character with two Shock in Critical and one Killing in Serious would only have -1d to all concentration actions. Mortal: Dead Critical: -1d to all actions Serious: -1d to concentration actions Superficial: -1d to physical actions Damage rolls up the chart, so a character that takes 5 killing and 5 Shock superficially would fill in five killing, use two points of shock to fill the last box in Superficial, and then put three points of Shock in the Serious damage line. This character would suffer a -1d penalty to all physical actions. Damage Modification (Optional) As a further option, groups may choose to switch Weapon Damage to a flat scale with this (remove the width bonus to all weapons). This depends on how deadly you want things to be. If you remove W from damage, default all W's in the listed Weapon Damages to 2. This is really up to style of game you want. Removing the width from damage "standardizes" the system, leaving width solely an aspect of speed.

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ORE

Transcript of Ore Altdmg

Alternative Damage System OREThis alternative rule grants groups the ability to remove hit locations and use the height of an attack to determine the severity of the wound caused. In the Alternate Damage system for ORE height is used to represent the severity of the wound rather than the hit location. In this system location is not tracked !unless the player chooses to sacrifice a limb to the damage see below". There would be four wound severities# $uperficial $erious %ritical and &ortal. The heights and number of wound bo'es are as follows# &ortal 10 Right Arm Left Arm%ritical 8 9 $erious 5 7 Right Leg Left Leg$uperficial 1 4 %haracters suffer the following penalties when they have all damage bo'es in the appropriate category filled with (illing Damage. The character suffers the most severe penalties for the damage they have taken. Thus a character with one point of (illing Damage in %ritical and $uperficial would be at )*d to all actions while a character with two $hock in %ritical and one (illing in $erious would only have )*d to all concentration actions.Mortal: Dead Critial: )*d to all actions Serio!s: )*d to concentration actions S!"er#iial: )*d to physical actions Damage rolls up the chart so a character that takes + killing and + $hock superficially would fill infive killing use two points of shock to fill the last bo' in $uperficial and then put three points of $hock in the $erious damage line. This character would suffer a )*d penalty to all physical actions. Damage Mo$i#iation %O"tional&As a further option groups may choose to switch ,eapon Damage to a flat scale with this !remove the width bonus to all weapons". This depends on how deadly you want things to be. If you remove , from damage default all ,-s in the listed ,eapon Damages to .. This is really up to style of game you want. Removing the width from damage /standardi0es/ the system leaving width solely an aspect of speed.Sari#ie %O"tional&1layers can /sacrifice/ a limb rather than taking damage from an attack. $acrificed limbs are useless. 2seless limbs have the same penalties as you-d normally associated with them !as if thelimb was filled with $hock damage". 3imbs can be sacrificed twice each the second time the limbis completely destroyed4removed !i.e. will never heal or function again5 treat as if filled entirely with (illing damage". 3imbs sacrificed once will heal over time and regain functionality.