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#draft/1
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# Attributes
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Attributes can range from -10 to +10 but during [[Character Creation]] a character can only have values between -6 and +6.
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## Physical
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### Body
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This represents the general sturdiness, integrity, and health of the individual.
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### Stamina
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TBD
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### Strength
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This is raw muscle power, the ability to lift, carry, and punch with great force.
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### Agility
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This represents nimbleness, speed, flexibility, and hand-eye coordination.
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### Reaction
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While Agility may be speed, Reaction is quickness, the ability to respond with alacrity. Reaction is one of the key defensive attributes, and it is also used in piloting and controlling vehicles.
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## Mental
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### Resolve
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TBD
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### Composure
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TBD
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### Logic
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This is the coldly calculating part of the mind, the rational, analytical, puzzle-solving aspect.
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### Intuition
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Intuition is your gut instinct, your sudden inspiration, your flash of insight that doesn’t seem to make any sense but still works.
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### Charisma
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This is the pull you exert on other people.
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## Derived Values
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### Health
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Health is derived from [[#Body]] and [[#Stamina]] according to the following equation:
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[[#Health]] = 5 * ((20 + [[#Body]] + [[#Stamina]]) / 2)
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This leads to health values between 10 and 110
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### Willpower
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Willpower is a measure of mental health and is derived from [[#Resolve]] and [[#Composure]]. It has a tracker similar to health but has a different selection of uses. A single point of Willpower can be used to heal a single point of [[Damage and Wounds#Superficial Damage|Superficial Damage]], it can be used to reroll a single dice, or something else that I have forgotten.
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# Skills
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Skills grant a bonus to the relevant rolls and can range from 0 to +10 naturally but you may get additional bonuses based on [[#Specialization]].
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## List of Skills
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### Athletics
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Archery, Climbing, Flying, Gymnastics, Sprinting, Swimming, Throwing
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### Medicine
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TBD
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### Close Combat
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TBD
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### Brawling
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TBD
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### Martial Arts
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TBD
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### Deception
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TBD
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### Persuasion
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TBD
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### Intimidation
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TBD
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### Performance
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TBD
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### Engineering
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Aeronautics Mechanic, Armorer, Automotive Mechanic, Demolitions, Gunnery,
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Industrial Mechanic, Lockpicking, Nautical Mechanic
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### Science
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TBD
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### Technology
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TBD
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### Ranged Combat
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TBD
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### Exotic Weapons
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TBD
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### Environment
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Navigation, Survival, Tracking
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### Perception
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Visual, Aural, Tactile
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### Investigation
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TBD
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### Stealth
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TBD
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### Thievery
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TBD
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### Maneuver Vehicle
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TBD
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### Animal Handling
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TBD
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## Specialization
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Skills apply to general situations but characters can gain specializations within these skills for extra bonuses in specific situations. Specializations come in 4 levels, Novice, Expert, Master, and Legendary. Each level grants an additional bonus +3, +5, +10, +15 respectively. There are no limits on specializations but talk with your GM before choosing a specialization. Examples can be found under each skill.
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# Knowledge Skills
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Knowledge skills do not have ranks, because they are not used directly in skill tests. Instead, they are used to provide opportunities to gain knowledge connected to other tests. For example, if a character has Armor Crafting Knowledge and makes a Perception check to look over a Target's armor. The check might give them the chance to learn about armor weaknesses.
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**Examples:**
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- Local History
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- Theology
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- Local Factions
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- Weapon Crafters
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- Espionage Techniques
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- Local Herbs
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- Hunting Grounds
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- Aerospace Technology
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# Language Skills
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There are lots of languages in the world. Knowing how to speak languages can be the key to picking up information people are trying to hide. Language skills are [[#Knowledge Skills]] with [[#Specialization]] levels like so:
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- English
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- English (Normal)
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- English (Expert)
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- English (Native)
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#draft/1
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# Combat Process
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## Roll to Hit
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Rolling to hit consists of rolling a d20 and adding the relevant bonuses (likely [[Attributes and Skills#Close Combat|Close Combat]] or [[Attributes and Skills#Ranged Combat|Ranged Combat]]) as well as subtracting any penalties (from terrain or Actions taken by the Target) the total value is compared to the Weapon's DC which is based on the distance to the target.
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>[!info}]
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>**Example**:
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>John is rolling to hit Tom.
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>John grabs a d20 and rolls a 12 to hit with his short sword. Since he has a +5 to [[Attributes and Skills#Close Combat|Close Combat]]. However, Tom used the [[#Full Defense (A 2)]] Action which adds a -5 penalty to the Attack roll resulting in a value of 12. Which beats the DC of 10 for a short sword from 5 feet away so John misses his attack.
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## Roll for Damage
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Once a hit has been landed the player rolls for damage based on the weapon they are using and any relative dice upgrades. The player also adds relevant modifiers like [[Attributes and Skills#Close Combat|Close Combat]] or [[Attributes and Skills#Specialization|Specialization]]. If any of the dice involved in a damage roll yield the maximum value that dice can roll a [[Damage and Wounds#Wounds|Wound]] will be applied to the target as along as any damage gets through the Target's armor.
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>[!info]
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>Since John successfully hit Tom with his short sword he rolls a d6 for damage and then adds his [[Attributes and Skills#Close Combat|Close Combat]] skill of +5. The dice rolled a 4 so his total is a 9.
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## Soak Damage
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Before Damage reaches the Target it has to get through the Target's Armor. Armor has a Defense Value which gets subtracted from the total damage of the attack. If the resultant value is negative no damage is dealt to the Target but, if there is still a positive value that damage gets dealt to the Target and the Target's Armor Value decreases by 1.
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>[!info]
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>Tom has leather armor which has an Armor Value of 3. Subtracting John's damage roll of 9 from that Armor Value gives a damage of 6 and Tom's armor loses 1 point of Armor Value.
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## Apply Damage
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Any damage that gets through a Target's Armor does damage to the Target. If the damage dice of the attack is a d4 or d6 the damage is applied as [[Damage and Wounds#Superficial Damage|Superficial Damage]]. If the weapon uses any other damage dice it is applied as [[Damage and Wounds#Aggravated Damage|Aggravated Damage]].
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# Initiative
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At the start of Combat, each participant makes an Initiative Check to determine the order of characters in Combat. An Initiative Check is a d20 + [[Attributes and Skills#Reaction|Reaction]]. The highest value goes first the other characters follow in descending order. In case of a tie compare (in order) [[Attributes and Skills#Reaction|Reaction]], [[Attributes and Skills#Intuition|Intuition]], Coin Flip. If at any point in this comparison you find that a character has one value higher than the other character they go first. If you make it to coin flip the winner goes first.
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# Combat Round
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A Combat Round is approximately 5 seconds long in the game world. During a single Combat Round, each participant gets an allotment of Action Points (AP) to use on or around their turn. The basic allotment is 2 AP per Combat Round. Players get additional AP equal to their [[Attributes and Skills#Reaction|Reaction]] score as long as that score is above 0. A player can not start a Combat Round with les than 2 AP.
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## Actions
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Some actions may be taken at anytime and are denoted with an (A) other Actions can only be done during a character's Initiative Turn denoted (I).
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Actions will be listed as "Name (Letter Number)" where Letter indicates if an Action must be taken during the character's Initiative Turn and the number indicates the number of AP required to take the Action.
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### Avoid Incoming (A 1)
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A character can use this action when it is not their turn to get away from an incoming AoE (explosion or gas) attack. With this action, a character makes a [[Reaction]] + [[Version 1/Notes/3 Skills/Skills/Athletics]] check to determine how far they are able to move. If they choose to move more than 10 feet they dive to the ground at the end of their Action and gain the [[Prone]] status. This action can not be taken if the character has used an Avoid Incoming, [[Move]], or [[Sprint]] Action this combat round and prevents the player from taking any of those actions for the rest of this Combat Round.
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### Block (A 1)
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### Call a Shot (I 1)
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### Dodge (A 1)
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### Drop Prone (I 1)
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### Hit the Dirt (A 1)
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### Intercept (A 1)
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### Move (I 1)
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### Quick Draw (I 1)
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### Stand Up (I 1)
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### Take Aim (I 1)
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### Take Cover (I 1)
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### Trip (I 1)
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### Assist (A 2)
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### Attack (I 2)
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### Full Defense (A 2)
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### Observe in Detail (I 2)
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### Pick Up / Put Down Object (I 2)
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### Ready Weapon (I 2)
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### Reload Weapon (I 2)
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### Sprint (I 2)
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### Use Simple Device (I 2)
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### Use Complicated Device (I 3+)
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Some devices are more complicated and require more focus to use. The exact cost is up to the GM. This action may be extended over multiple rounds but the Action must be completed before any other Action can be taken by the character.
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### Use Skill (I 2)
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### Maneuver Vehicle (I 2)
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# Surprise
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TBD
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# Weapon Characteristics
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## Range
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All weapons have information regarding their effective range and the roll required to hit from that range. Melee weapons are typically limited to within 10 feet while ranged weapons require a very high roll to hit a target within that range.
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## Capacity
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This is the maximum amount of ammo a ranged weapon can hold which indicates how many attacks can be made with the weapon before it needs to be reloaded.
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## Skill
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This is the skill that is used with the weapon. Unless the GM says otherwise use Agility as the linked [[Attributes and Skills#Attributes|Attributes]].
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## Base Damage Dice
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This is the damage dice that is rolled when the weapon hits assuming it is the first attack and the weapon has not been upgraded.
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## Max Number of Attacks
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Players are able to upgrade the number of attacks a weapon can make as part of an [[#Attack (I 2)]] Action up to this max value.
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## Damage Type
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This is the base damage type and any other extra damage types dealt by the weapon.
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## Minimum Strength
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All weapons have a minimum strength required to use the item effectively. If a character does not meet this requirement they can't use the weapon.
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# Armor Characteristics
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## Armor Value
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This represents the total health of the Armor as well as the amount of damage the armor can soak when under attack.
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## Material
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This tells what type of material the armor is made of. This comes into play when looking at armor weaknesses to different damage types.
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## Bulk
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This values represents how heavy the armor is and the penalty to moving in the armor. This penalty applies to attack rolls as well as Actions that cause the player to move such as [[#Move (I 1)]] and [[#Avoid Incoming (A 1)]]
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#draft/1
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# Damage
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Damage comes in two flavors Aggravated and Superficial. When a character's total received damage is equal to or greater than their max health they go Down. If they remain down for one full round of combat (5 seconds in game time) the character dies. If a character has Aggravated Damage greater than or equal to their max health they die with no chance of being picked up.
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## Superficial Damage
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Superficial damage is dealt whenever a damage roll includes a 1 or the largest damage dice is a d6 or smaller.
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## Aggravated Damage
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Aggravated damage is dealt whenever the largest dice is a d8 or larger and there isn't a 1 on any of the dice.
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# Healing
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[[#Superficial Damage]] can be healed with rest. While resting for a full 8 hours a character can roll a dice to determine how much health they can heal. The size of the dice is determined by the character's [[Attributes and Skills#Body|Body]] Attribute as seen in the table below. The player can roll a number of dice equal to half their [[Attributes and Skills#Stamina|Stamina]] score rounded up. You can always roll a minimum of 1 die.
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| Body Range | Dice |
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| ---------- | ---- |
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| -10 to -7 | d4 |
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| -6 to -3 | d6 |
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| -2 to +2 | d8 |
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| +3 to +6 | 10 |
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| +7 to +10 | d12 |
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[[#Aggravated Damage]] requires medical care and a [[Attributes and Skills#Medicine|Medicine]] check to heal. To heal damage for different health thresholds requires different Medicine DCs as seen in the table below:
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| Health Threshold | Medicine DC |
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| ---------------- | ----------- |
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| Above 75% | 10 |
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| 75% to 50% | 15 |
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| 50% to 25% | 22 |
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| Below 35% | 30 |
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If the Medicine Check is successful the character can convert a number of Aggravated damage to Superficial damage using the same healing rules as healing Superficial damage.
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# Health Thresholds
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The health thresholds are 75%, 50%, and 25% of the character's max health rounded up. When a character drops below 75% health they have a -1 to all rolls. When they drop below 50% the penalty increases to -3. When below 25% the penalty is -5.
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# Damage Types
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TBD
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# Wounds
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Whenever a damage dice rolls its maximum value a wound is dealt to the target. The severity of the wound is based on the [[#Health Thresholds]] that a character is in after the damage is applied. Healing wounds requires a Medicine check and time requirement as specified by the wound.
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## Minor Wounds
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Minor wounds are wounds that have a detrimental effect on the character but are unlikely to have any long term affects and many characters will know how to heal or stabilize these wounds. Examples of minor wounds are broken fingers or toes, dislocated shoulders, etc.
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## Major Wounds
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Major wounds have a detrimental effect now and may lead to long term or permanent damage if not treated soon. In order to treat major wounds a character would need to have at least some knowledge of medicine but many characters would be able to stabilize a major wound.. Examples of major wounds are large cuts to appendages, torn muscles, concussions, etc.
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## Fatal Wounds
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Fatal wounds will lead to the death of a character of not treated soon and will always have long term detrimental affects. To fully treat a fatal wound a character would need an in depth understanding of medicine and only characters with some knowledge of medicine could stabilize a fatal wound.
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