05.3 Damage & Wounds

05.3 Damage & Wounds

Version 3.0

Damage in Ron D6 is handled slightly different to simplify things. Instead of seemingly arbitrary scales of wounds, one must just keep track of a number of wounds. Every six points of Damage of the Resistance total is a Wound and each Wound is cumulative. While this does simplify things, it also give the player more chances of survivability.

Damage Resistance Total

The Damage Resistance total equals a roll of the target character’s Toughness + Dice from Armor or Special Abilities (such as Attack Resistance) minus any modifiers from disease, ingested poisons, or other debilitating circumstances (such as an appropriate Hindrance). A player may improve his character’s resistance total by spending Character Points or a Fate Point on this roll.

If the character has no armor or Special Abilities, then the character has a Damage Resistance to, and the player makes no roll.

However, they can still spend Character Points, using them as a base damage resistance total. Spending a Fate Point allows the player to roll his character’s Strength. Totals determined from spending points are adjusted as normal, including negative and positive damage resistance.

EffectDamage Total ≥ Resistance Total
Stunnedless than 6
WoundEvery 6 points of damage
Incapacitated3 Wounds
Mortally Wounded4 wounds
Dead> 4 wounds

* Note: Any additional damage less than the character’s current level moves the character up by one level.

Stunned: -1D for all physical actions until the character rolls one success with Stamina or spends one round of now actions to become Un-stunned.

Wound: -1D per wound to all actions until healed.

Incapacitated: The character is severely injured. As a free action before losing consciousness, he may try to stay up with a Moderate Stamina or willpower roll. If the character succeeds, he may continue to act, but all actions have a -3D penalty. If he fails, he is knocked out for 10D minutes.

Mortally Wounded: The character is near death and knocked unconscious with no chance to keep up. Roll the character’s Strength each round, the character finally dies if the roll is less than the number of minutes he’s been at this level.

Dead: The character is terminated. He won’t be back.

Stun Damage

For weapons that do stun damage, after the number of Wounds have been determined but before applying the level
modifiers, reduce the weapon’s damage by two Wound levels, with a minimum level of Stunned. The character also goes unconscious for a number of minutes equal to the difference between the resistance total and the damage total.
Equipment that does stun damage only has no effect on inanimate, nonelectrical objects, though it does tend to disrupt electrical components.

Negative Damage Resistance Total

It is possible for the Damage Resistance Total to be a negative number. Metaphysical feedback, Disadvantages, poisons, and sickness can all contribute negative modifiers that might take the Damage Resistance Total below zero. In this case, the character’s body is working against him, compounding the additional damage done. Gamemasters have three options for handling this:

  1. They may use the negative damage resistance total as a positive bonus to all difficulties until the character is healed.
  2. They may have the negative damage resistance total add positively to the amount of injury caused. This is a good method for simulating gritty adventures, as well as a way of getting low-level gamemaster’s characters out of the way.
  3. Have the damage resistance total equal zero. This last way works best for adventures of the comic book or action flick types.

Massive Damage Option
If a character incurs two Wound levels within a single round, not
only do the normal modifiers for the greatest level apply, the character
also can do nothing but defend or run away on the next two rounds.
In either of these rounds, the character may make an Easy stamina
or willpower attempt, as an action, to try to recover from the blow
and shake off the penalty. If this is declared as a multi-action for the
round, then the character takes the multi-action penalty. If not, and
the stamina or willpower roll is successful, the character may act as
normal in the next round.
Killing Blow Option
An attack or series of attacks can cause enough injury that the
target may never recover from the harm except through metaphysical
or other extraordinary or supernatural measures. Called a killing
blow, targets with Body Points must take a damage total equal to 91%
of the character’s maximum Body Points in one blow or 100% of the
character’s maximum Body Points in a single round. With Wound
Levels, the killing blow entails a Mortally Wounded result with one
blow or gaining the Dead level in a single round. In either case, use the
damage total after subtracting the damage resistance total to determine
whether the attack delivered a killing blow. When the target receives a
killing blow, he immediately dies.

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