====== SALVAGE SPACE: DAMAGE ====== Damage applies to [[Attribute Reserves]] and its related [[Attributes|Attribute Score]]. When [[Attribute Reserves]] reach 0, subtract 1 from the related [[Attributes|Attribute Score]] and reset the [[Attribute Reserves]] to 10. Use the lowered [[Attributes|Attribute Score]] for Attribute checks until the [[Attribute Reserves]] heal or recover. ===== Continuing Damage ===== If wounds cause 1 or more points of [[Attributes|Attribute Score]] loss, then the wound is serious enough that damage continues to accumulate each round. For each whole [[Attributes|Attribute Score]] point lost in a single attack, an additional point of [[Attribute Reserves]] damage applies each round until the wounded receives first aid. Example: if a single hit causes 34 points of [[Attribute Reserves]] damage, then the affected ability is lowered by 3, with an addition 4 points of reserve damage applied. Additionally, 3 more points of reserve damage will be applied the next round, and all following rounds, until first aid is received or the wounded runs out of ability and reserves. ===== Critical Attribute Loss ===== Critical Attribute loss occurs if cumulative Damage forces an Attribute to -10 and the Attribute's Reserve is then reduced to 0. Each Attribute has a specific effect if Critical Attribute Loss of that Attribute occurs. * [[Strength]]: Unable to hold or lift items. * [[Endurance]]: Unconscious. * [[Agility]]: Unable to move. * [[Dexterity]]: Unable to hold or manipulate items. * [[Speed]]: Unable to move. * [[Appearance]]: Unbearable to look at. * [[Intelligence]]: Unconscious. * [[Will]]: Unconscious. * [[Ingenuity]]: Dazed, unable to think. * [[Awareness]]: Unresponsive to stimulus. * [[Reflexes]]: Unable to move. * [[Charisma]]: Unable to speak. ===== Damage Types ===== Different attack types may cause Damage to different Attribute Reserves. ===== Initial Damage Effect Values And Ranges ===== 1-4d6 +/- 0-10 adds dice pool = 1-24 points +/- 0-10 = capped 0 to 34 vs. ENDURANCE RESERVE ===== Armor ===== ==== Damage Resistance ==== Below a certain amount of damage in a single strike, the armor or shield may simply absorb the damage with little material reduction in structural integrity. ==== Damage Reduction ==== If the Damage received is above the armor's Damage Resistance, then Damage occurs to the Armor and to the Adventurer wearing it. The Armor absorbs/deflects some of the damage, but is, itself damaged in the process. The Adventurer personally suffers the rest of the incoming Damage as an Endurance Reserve loss for Melee, Ranged, and Explosive attacks. The Adventurer may also suffer Awareness Reserve damage from Ranged and Explosive attacks in the form of hearing loss. Finally, an Adventurer may suffer Will Reserve damage from the concussive force of Explosive attacks. ===== Recovery ===== One point of lost Attribute Reserve is regained per day. When an Attribute's Reserve recovers back to a value of 10, the related Attribute increases by 1, up to the Adventurer's maximum value for the Attribute, and the Attribute's Reserve resets to 1. ▲ [[:Chronology:]] ~~DISCUSSION~~