Post by Professor X on Nov 14, 2013 9:26:01 GMT -5
Hello True Believers!
This is your friendly neighborhood GM dropping off a message for you all about something you all deal with in game.
DAMAGE
The HERO rules make damage a math game, but leave interpretation open as a matter of genre because the open Hero system rules are designed for ANY genre you choose to play in.
Champions is a SUPER HERO setting and this is not a gritty Authority style game. Its more 4-color. With that in mind let me clear up a few things that I have recently seen in other games.
1st Body damage.
When a character takes body, its something from a deep bruise or burn to removal of limbs. (if story appropriate)
This crap hurts! But the system didn't include extended rules for pain or suffering. So...to avoid the confusion I've seen now in other places with people less familiar than some of our 30 year players, let me clear this up.
0%-25% of positive (greater than 0) body is an injury.
this is going to hurt but doesn't look that bad
26%-50% of positive body is a serious injury. Its going to need a doctor, horribly painful. While combat is unaffected, voluntary passout, hobbling, etc is all fair game for rp. Taking a bullet in the shoulder or a broken arm sucks.
51%+ positive body. Grave injury. Again, this is the near worst. Your character may take weeks to months to recover here. Broken back, bullet to the gut, shattered bones, 3rd degree burns. This is stuff that nearly kills you.
Anything that has you negative is LIFE THEATENING...everyone should be worried for you. Damage progression here is left to the GM. I don't use the bleeding rules because its NOT 4-color. Batman has been shot too many times to survive rules like that so I don't use them here.
Mental Damage
Mental damage shows no visible physical effects outside of someone passing out unless it has (does body) or some f/x that makes it visible.
In the case of does body as a general rule, the victim will bleed from nose and or ears, unless there is a different effect.
Adjustment powers (Drain, transfer, Suppress, transform)
On these, remember that they appear as the f/x the character who has them describes. Also note that any of them that do body (including transform) are lessened by damage reduction.
The BIG K'O...
Knockout. As per house rules, if you are taken to 0 stun, you are in a light k'o...you can hear as if underwater, but are unable to act in anyway. You lay there helpless.
From 0- your Con number in stun characters recover their stun and End each phase they would act on.
Anything beyond your con stat, the character recovers ONLY on phase 12...
NOTE If you take twice your Con stat in Stun damage you take 1 body for every doubling.
Healing:
All heals in this game have a max heal of their dice amount against 1 source of damage per target. Yes, if the get reinjured you may heal them again, but once you max out the dice on a given injury, you are done.
Normal Healing: Super Heroes heal Con/5 per week.
Normal people heal 1 body per week
That's all for now kids.
Have fun and don't break anything!
Excelsior!
This is your friendly neighborhood GM dropping off a message for you all about something you all deal with in game.
DAMAGE
The HERO rules make damage a math game, but leave interpretation open as a matter of genre because the open Hero system rules are designed for ANY genre you choose to play in.
Champions is a SUPER HERO setting and this is not a gritty Authority style game. Its more 4-color. With that in mind let me clear up a few things that I have recently seen in other games.
1st Body damage.
When a character takes body, its something from a deep bruise or burn to removal of limbs. (if story appropriate)
This crap hurts! But the system didn't include extended rules for pain or suffering. So...to avoid the confusion I've seen now in other places with people less familiar than some of our 30 year players, let me clear this up.
0%-25% of positive (greater than 0) body is an injury.
this is going to hurt but doesn't look that bad
26%-50% of positive body is a serious injury. Its going to need a doctor, horribly painful. While combat is unaffected, voluntary passout, hobbling, etc is all fair game for rp. Taking a bullet in the shoulder or a broken arm sucks.
51%+ positive body. Grave injury. Again, this is the near worst. Your character may take weeks to months to recover here. Broken back, bullet to the gut, shattered bones, 3rd degree burns. This is stuff that nearly kills you.
Anything that has you negative is LIFE THEATENING...everyone should be worried for you. Damage progression here is left to the GM. I don't use the bleeding rules because its NOT 4-color. Batman has been shot too many times to survive rules like that so I don't use them here.
Mental Damage
Mental damage shows no visible physical effects outside of someone passing out unless it has (does body) or some f/x that makes it visible.
In the case of does body as a general rule, the victim will bleed from nose and or ears, unless there is a different effect.
Adjustment powers (Drain, transfer, Suppress, transform)
On these, remember that they appear as the f/x the character who has them describes. Also note that any of them that do body (including transform) are lessened by damage reduction.
The BIG K'O...
Knockout. As per house rules, if you are taken to 0 stun, you are in a light k'o...you can hear as if underwater, but are unable to act in anyway. You lay there helpless.
From 0- your Con number in stun characters recover their stun and End each phase they would act on.
Anything beyond your con stat, the character recovers ONLY on phase 12...
NOTE If you take twice your Con stat in Stun damage you take 1 body for every doubling.
Healing:
All heals in this game have a max heal of their dice amount against 1 source of damage per target. Yes, if the get reinjured you may heal them again, but once you max out the dice on a given injury, you are done.
Normal Healing: Super Heroes heal Con/5 per week.
Normal people heal 1 body per week
That's all for now kids.
Have fun and don't break anything!
Excelsior!