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<blockquote data-quote="evildmguy" data-source="post: 1464619" data-attributes="member: 6092"><p>As I am usually verbose, this briefly thing will be tough but I will try. Let me know if I succeeded. </p><p></p><p>In Alternity, damage is represented by durability in four areas. Stuns are damage which is bruising or scraps that can be ignored within a few minutes to an hour. Wounds are cuts and lacerations, broken bones and other similar injuries. They aren't something that can be ignored but aren't life threatening. Ignoring fatigue, ANY point of mortal damage is a life threatening wound that could kill a character. Examples of this are a punctured lung, skull fracture or other major organ damage or bleeding wound damage. </p><p></p><p>A character's stun is equal to their CON. Their wounds are also equal to their CON. Their fatigue and mortal durability is equal to half their CON. Average ability scores are 8, so that means the average character has 8 stuns, 8 wounds, 4 fatigue and 4 mortal. </p><p></p><p>[[Stun = bruise damage, wounds = lethal damage and mortal = aggravated damage. However, that isn't exactly true. Each type of durability in Alternity is independent. Run out of stuns, and you are considered knocked out. Run out of wounds, and you are knocked out and hurt pretty bad. Run out of fatigue and you are out. Run out of mortal and you are dead. However, the idea is similar in terms of penalties but the specifics are quite different.]]</p><p></p><p>Okay, with that as a quick background, and ignoring a lot of other game mechanics, Mal could have taken one point of mortal damage, perhaps two from being shot. EACH of these points gives him a penalty on all actions, due to the severity of the damage. In game terms, he has to make an Endurance roll every hour (think Fortitude save), at the penalty, or suffer more mortal damage. Again, this represents damage bad enough that the character is dying. A character with mortal damage, even one point, is unlikely to recover on their own and will probably eventually die. </p><p></p><p>However, they are not helpless. They can still do things but it will probably hurt them by forcing them to make the Endurance roll more often and therefore potentially take more mortal damage, quicker. </p><p></p><p>Therefore, it would work wonderfully for describing (and playing) the scene that happened in Firefly. It took Mal a while to get around and he wasn't able to do things easily after the wound. Of course, that's my opinion. I like the system. Duh.</p><p></p><p>I hope this was brief enough. I apologize if it wasn't. </p><p></p><p>Thanks for the reply! Have a good one!</p><p></p><p>edg</p></blockquote><p></p>
[QUOTE="evildmguy, post: 1464619, member: 6092"] As I am usually verbose, this briefly thing will be tough but I will try. Let me know if I succeeded. In Alternity, damage is represented by durability in four areas. Stuns are damage which is bruising or scraps that can be ignored within a few minutes to an hour. Wounds are cuts and lacerations, broken bones and other similar injuries. They aren't something that can be ignored but aren't life threatening. Ignoring fatigue, ANY point of mortal damage is a life threatening wound that could kill a character. Examples of this are a punctured lung, skull fracture or other major organ damage or bleeding wound damage. A character's stun is equal to their CON. Their wounds are also equal to their CON. Their fatigue and mortal durability is equal to half their CON. Average ability scores are 8, so that means the average character has 8 stuns, 8 wounds, 4 fatigue and 4 mortal. [[Stun = bruise damage, wounds = lethal damage and mortal = aggravated damage. However, that isn't exactly true. Each type of durability in Alternity is independent. Run out of stuns, and you are considered knocked out. Run out of wounds, and you are knocked out and hurt pretty bad. Run out of fatigue and you are out. Run out of mortal and you are dead. However, the idea is similar in terms of penalties but the specifics are quite different.]] Okay, with that as a quick background, and ignoring a lot of other game mechanics, Mal could have taken one point of mortal damage, perhaps two from being shot. EACH of these points gives him a penalty on all actions, due to the severity of the damage. In game terms, he has to make an Endurance roll every hour (think Fortitude save), at the penalty, or suffer more mortal damage. Again, this represents damage bad enough that the character is dying. A character with mortal damage, even one point, is unlikely to recover on their own and will probably eventually die. However, they are not helpless. They can still do things but it will probably hurt them by forcing them to make the Endurance roll more often and therefore potentially take more mortal damage, quicker. Therefore, it would work wonderfully for describing (and playing) the scene that happened in Firefly. It took Mal a while to get around and he wasn't able to do things easily after the wound. Of course, that's my opinion. I like the system. Duh. I hope this was brief enough. I apologize if it wasn't. Thanks for the reply! Have a good one! edg [/QUOTE]
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