Post by Chibi Akagi on Nov 9, 2007 8:43:47 GMT -5
Dumb Table 2: Degree of Success or Failure
Dumb Table 3: Difficulty Numbers
Difficulty Number+Difficulty of Task+Example
Dumb Table 4: Additional Damage Modifiers
Weapon/Attack is:Examples:Modifier
*While anything that could cause grievous bodily harm is scary, some attack forms are especially intimidating. This bonus should never be applied to ho-hum. run-of-the-mill attacks. When fighting against someone with a scary weapon you must make a nerve roll at the begining of each round to see if you succumb to fear and back up/get stunned etc.
Dumb Table 5: Armor and Cover
Armor/Cover Type, Examples, Armor Rating
Dumb Table 6: Healing
Treatment, Rate of Recovery
*Once the character has regained 3/4ths of his original HP, his rate of healing drops to one hp/week, regardless of what level of care hes receiving. After a certain point, only time will heal a wound.
Note: The healing rates above assume a relatively "realistic" rate of healing and modern medical conditions. Feel free to adjust the rates of healing according to the technology level and tone of your game.
Dumb Table 8: Wound Location (Random)
Roll, Location
Use this chart for spread shot attacks or random swings of (weapon here).
- 1-5: Minimal. The character just made it or just missed it.
- 6-10: Average. Theres nothing noteworthy about the characters performance.
- 11-15: Impressive. The character performs the activity with a disctinct style and grace (or lack thereof, if he failed)
- 15+: Spectacular. People will talk about the characters performance for years.
Dumb Table 3: Difficulty Numbers
Difficulty Number+Difficulty of Task+Example
- 5:Tricky:Swallowing loose change
- 10:Tough:swallowing a light bulb
- 15:Herculean:swallowing a sword
- 19:Just Plain Nuts:Eating a Volkswagen
Dumb Table 4: Additional Damage Modifiers
Weapon/Attack is:Examples:Modifier
- Size: Very Small: twig: +0
- Size: Small: stick: +1
- Size: Medium: long/thick stick: +2
- Size: Large: Club: +3
- Size: Frickin' Huge: Telephone Pole: +4
- Point/Sharp: Swords, Animal Teeth, Arrows: +1
- A Gun: Uzi 9mm with laser sighting, .38 special: +1
- Scary*: Chainsaws, Shotguns: +1
- Mechanical: Chainsaws, Crossbows: +1
- Energy Based: Ray Gun, Flamethrower: +2
- Prolific: Automatic Gunfire, Super-speed Punches: +3
- Explosive: Gernades, Land Mines: +5
- Car-Destrowing: Rogue Elephant, Anti-tank Gun: +10
- Building-Destroying: Giant Monster, Bomb: +50
- City-Destroying: Hurricane, Nuclear Missile: +1000
- World-Destroying: Wrath of God, Death Star: +1 Million
*While anything that could cause grievous bodily harm is scary, some attack forms are especially intimidating. This bonus should never be applied to ho-hum. run-of-the-mill attacks. When fighting against someone with a scary weapon you must make a nerve roll at the begining of each round to see if you succumb to fear and back up/get stunned etc.
Dumb Table 5: Armor and Cover
Armor/Cover Type, Examples, Armor Rating
- None: Buck Naked, Open Field: 0
- Minimal: Catchers Gear, Tree branches: 1
- Light: Sumo suit, wooden fence: 2
- Medium: Chain Mail, Steel Door: 3
- Heavy: Plate Mail, Stone Fence: 4
- |)amn Heavy: Power Armor, Castle Wall: 5
- Nigh-Invulnerable: Giant Robot, Tank: 25
Dumb Table 6: Healing
Treatment, Rate of Recovery
- First Aid: 1 hp
- Emergency Room Care: 2 hp
- Bed Rest: 1 hp/week
- Doctors Care: 2 hp/week*
- Hospitals Care: 3 hp/week*
*Once the character has regained 3/4ths of his original HP, his rate of healing drops to one hp/week, regardless of what level of care hes receiving. After a certain point, only time will heal a wound.
Note: The healing rates above assume a relatively "realistic" rate of healing and modern medical conditions. Feel free to adjust the rates of healing according to the technology level and tone of your game.
Dumb Table 8: Wound Location (Random)
Roll, Location
- 1: Head
- 2: Chest
- 3-5: Stomach
- 6-9: Right Arm
- 10-13: Left Arm
- 14-16: Right Leg
- 17-19: Left Leg
- 20: Groin
Use this chart for spread shot attacks or random swings of (weapon here).