I propose a system.
Wounds? Injury?
How can such a system be obtained in a universe where fancy hats are awesome enough to demand their own stats?
Wounds you say, whatwhat? Indeed.
Wounds Injuries and Ailments.
Wounds are similar to hitpoints. Take damage and shit.
Injurys, every weapon has a chance of inflicting an injury, which adds an extra effect. These can be treated in game by someone with medical skills.
Ailments
Permanent negatives and conditions. They can be cured, but require a longer periods of time and repeated treatments.
How do you get wounds? Well you get attacked and shit. How do you not get wounded?
Clothing has defense and a threshold. Defense resets after each encounter, If the Armor takes enough damage that the threshold is reached, that armors effectiveness is reduces by one until it is repaired. This creates a both immediate and long-term strategy when it comes to armor preservation.
Characters will have around 8 health. Health is taken away once armor defense has been surpassed. Attacks against health have the potential to injure a player.
Attack
Weapons have a set amount of Damage and accuracy. It will also have the damage type (slashing, piecing, burning, radiation, entropy) which will determine the likeliness of wounds as well as their variety. (a flame thrower wont give you a broken ankle) (A headshot instant-kill mechanic would be OP, but hilarious. Discuss later)
Your attack would be an instant hit, no roll required, (A skill check for a tricky shot however (specified in accuracy) however you/opponent can dodge or do other defensive actions if they are aware of it. Provides massive advantage to stealth, makes stealth reasonable for assassination and shit.
Dodge is a check verses their accuracy, and requires the use of energy. Bracing means you take the damage but take less damage.
Energy is maintained by eating and resting,. Like defense, it resets after each encounter, however if it reduces to a certain point in an encounter (breaks a sweat), the character gains fatigue. Fatigue is a mechanic, which forces the characters to take a break. It gives pan negatives to rolls, and can only be relieved through sleep, or temporarily with high powered stimulants.
Wait til you see the attribute system...
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