Damage, Wounding, and Death
Damage Philosophy
The damage philosophy of Nyra has to do with the difference between variable damage and the damage that is constant called flat damage.
Variable damage typically is attributed to the damage done by the instrument or point of contact. This is variable due to the nature of how this can take place in reality.
Flat damage is represented as the amount of damage done due to elements which are constant, represented typically as modifiers to statistics. In the case of a sword strike, this would be best understood as the amount of raw locomotion and skill in the attacker's body.
In combat, melee damage has been classified into four distinct categories, representing the sort of trauma that the strike does: piercing, slashing, cleaving, and bludgeoning. These different damage categories are optimal against different kinds of targets and different armors will have variable resistance to them. Their unique wounding effects are represented in the rank bonuses given to the governing skills which characters use for their weapons.
Wounding and Death
For every species damage calculations will vary, however some things remain constant. Entering Serious on any damage location causes a bleed effect that does 1 damage per player turn. Entering Critical stacks another bleed that does 2 damage per player turn. The bleed can only be stopped by a Profession (Doctor) or with a character that has the Medical skill and a Suture. If any character exceeds their Critical on a limb, it is considered mangled beyond usage. If this location is Head or Chest, they are considered permanently dead and the character has been retired from gameplay. However, if they are exceeding the top of their critical range within their CON modifier on a damage location that is not Head or Chest, the limb can be Restored by Profession (Doctor). If the limb is taken past that threshold, it is unsalvageable.
Size Categories
In Nyra the various creatures are classified into a series of size categories which are meant to be loose groupings representing a creature’s mass and immensity. If a creature is two size categories or more smaller than another, the larger creature may force the smaller one to make a STR check or be crushed beneath them for damage equivalent to what is listed for Crushing Damage below at 1 delay.
Size categories also limit the amount of delay damage taken from creatures smaller than the target. Creatures receive one less delay damage on each strike for every size category they exceed the size category of the attacking creature.
Tiny: The creatures in this category range in size from microscopic to about the size of a human palm. Up to fifty tiny creatures can surround/swarm a single target.
Small: Creatures in this range are about to the knee or hip of a human. Up to sixteen small creatures can surround/swarm a single target.
Medium: This category is the default category of most humanoid species. Up to eight medium creatures can surround a single target.
Large: This category ranges in size from Famulus to immense predatory beasts. Up to four large creatures can surround a single target.
Giant: These creatures are often so immense that few of them could be present in an area. Up to two giant creatures can surround a single target.
Titanic: Truly only the largest creatures in existence belong in this category, dwarving humanoids so thoroughly that they are like a landscape by comparison. Only one titanic creature can attack the same target at a time in melee.
Falling Damage
When a character falls, they will receive damage depending on the height they have fallen from. A character will take 1d10 damage per 10 feet they have fallen to two random body parts (roll a d6 twice and apply the same damage to them). Characters with Climbing at rank 5 and rank 10 proficiencies may nullify a portion of this damage. If there is a climbable surface nearby during the fall, a character may make a difficult check to grab on and stop falling.
Crushing Damage
If an object falls upon a character or creature, they will take differing damage depending on the weight of the object. If the object is within the range that a character can lift using their Strength primary statistic (refer to 54. Prime Statistics), they can roll against their Strength to catch it and toss it aside. If they fail, they take the below listed damage to every body part and must make a Strength check on their own turn to push the object off of them (if within their liftable range).
1-5 lbs: No damage
6-25 lbs: 1d6
26-50 lbs: 1d10
51-100 lbs: 2d10
101-200 lbs: 2d20
201-400 lbs: 3d20
401-800 lbs: 5d20
801-1600 lbs: 5d20+20
1601-3200 lbs: 5d20+40
3201-6000 lbs: 5d20+80
6001-12,000 lbs: 5d20+160
Wounding and Death
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