Iconoclast

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GENERAL INFO
    • RPG Main

FORGE
    •100
    •Combat
    •Target
    •Tiers
    •Success
    •Rolling
    •Contests

    •Modifiers
    •Aiming
    •Distance
    •Inebriation
    •Movement
    •Speed
    •Visibility

    •Damage
    •Armor
    •Cover
    •Attrib Mods

    •Actions
    •Beats
    •Combat Move
    •Reactions

CORE RPG RULES
    • Administration
    • Attributes
    • Icon Generation
    • Skills



© 1996-2008
æthereal FORGE ™



The MUD Slide


Iconoclast -- RPG -- Damage

All damage is done by modifying the first (tens) digit of your successful roll by a weapon's multiplier. Bare hands and feet have a multiplier of x1, booted feet or gloved hands have a modifier of x2, and other weapons have modifiers which can vary from x1 to x10 or higher. In general, a weapon's multiplier is based on its size compared to the body. But there are exceptions, so all weapons will have a damage modifier clearly associated with them.

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Ex.: My skill roll is a 53, which has a 5 in the tens digit. My weapon
(a small knife), gives me a x3 modifier. I multiply x3 by 5 and this
indicates that I did 15 points of damage.
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In some cases, a weapon might have two or more multipliers listed, in which case the difference will typicaly be explained in the item's description. For example, a bottle does different amounts of damage depending on whether it is broken or unbroken.

NOTE: You do NOT count in PS or any other attribute, because your attribute has already counted by being added to the target, which forms the basis for your damage. Also note that some weapons might have a maximum damage value, in which case the damage done is your damage (as described above) or the weapon's max damage, whichever is lower. Acid, poison, electricity and things that aren't "traditional" weapons all will have max damage values.

Obviously, it is possible that you will roll a low-end number with a tens digit of 0 (01, 02, 03... 09). Since these represent situations where you have barely managed to hit your opponent, the damage done is equal to one half the damage done if you would have been using a tens digit of 1, rounded normally.

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Ex.: My skill roll is an 05, which has a 0 in the tens digit. My weapon
(a small knife), gives me a x3 modifier. Since I can't truly multiply by
zero, I multiply x3 by 1 and this indicates that I did 3 points of
damage. However, since my roll had a 0 in the tens digit, I half this to
1.5, and following the normal rounding rules it becomes a 2.
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While it is true that attacks can have targets higher than 100, damage is always determined based on the tens die rolled, NOT the target. Therefore, the highest number you'll ever have to deal with is 00 (or 100), which has a 10 in the tens digit. However, damage multipliers CAN exceed x10, in which case you simply break the multiplier into chunks and add them appropriately. For example, with an attack roll of 50, and a damage multiplier of x17, I split 17 into 10 and 7, multiply each by 5, and get 5x10 (50) plus 5x7 (35) for a total of 85. If you can multiply 5 and 17 in your head, all the better.

As the numbers will show, the FORGE combat system is designed to try to be as realistic as possible while remaining streamlined and simple to use. Small weapons have low multipliers, and when used by unskilled people, they tend to result in low amounts of damage. Big, nasty weapons (especially guns) tend to have high multipliers, which means that they are especially deadly when used by skilled shooters, but still quite dangerous even in the hands of a child.

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Ex.1: My skill roll is a 15, which has a 1 in the tens digit. My weapon
(a small knife), gives me a x3 modifier. I take x3 for my weapon and
multiply by 1 to see that I did 3 points of damage. In game terms, this
would represent a pretty feeble slash at my opponent, maybe enough to
slice his cheek open but certainly not lethal, and quite easily dodged
if he has any skill whatsoever.
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Ex.2: My skill roll is a 75, which has a 7 in the tens digit. My weapon
(a small knife), gives me a x3 modifier. I take x3 for my weapon and
multiply by 7 to see that I did 21 points of damage. In game terms, this
would represent a pretty nasty stab or slash, possibly to the neck or
chest; considering that the average human has between 60 and 90 Maximum
Trauma points, I've just done 25-33% of enough damage to kill my
opponent. He has a pretty good chance to dodge or deflect the damage,
but if I manage to sneak one through his defenses, he'll be hurting.
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Ex.3: My skill roll is a 15, which has a 1 in the tens digit. My weapon
(a submachinegun), gives me a x20 modifier. I take x20 for my weapon and
multiply by 1 to see that I did 20 points of damage. In game terms, even
my weak attempt at aiming at my opponent paid off, because the power of
my weapon managed to send over 25% of the damage it takes to kill my
opponent at him. Since we're in combat and my opponent is running
around, diving for cover and such, he still has a pretty good chance to
avoid taking damage, but if I hit him it's gonna hurt.
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Ex.4: My skill roll is a 75, which has a 7 in the tens digit. My weapon
(a submachinegun), gives me a x20 modifier. I take x20 for my weapon and
multiply by 7 to see that I did 140 points of damage. The combination of
my skill at firing a weapon and the sheer firepower of the gun I wield
has resulted in enough potential damage to kill my opponent twice over.
Furthermore, the accuracy of my shot means that my opponent is going to
have a hard time dodging my shot--he certainly can't roll higher than a
140, so he's going to have to get really creative, really quick, or
he'll be really dead.
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