Avoiding Damage

Death
Posts: 101
Joined: Fri Sep 15, 2023 10:35 pm

Avoiding Damage

Post by Death »
Avoiding physical damage can be done in the following ways:

Dodging - the act of moving the hell out of the way.
Blocking - the act of attempting to block a brawling attack.
Parrying - the act of attempting to block the attack with a melee weapon or some sort of shield or gauntlet.
Roll with Blow - the act of taking a hit but moving away from the blow to take less damage.
Soak - the act of taking the blow and depending on your armor or endurance to save you.


Dodging uses either Fighting or Agility, depending on whether the attack is a melee/brawling attack versus one that is a shooting or throwing weapon attack.

Use Fighting to avoid close range attacks that are in your face such as a fist to the sternum.
Use Agility to dodge before someone locks onto you and riddles you with bullets.

A success implies that you dodge successfully and take no damage. A tie implies that the one dodging succeeds but cannot act against the attack with some sort of counter attack. A failure implies your character takes the full damage of the opponent's strength and/or weapon damage.
___________________________________________________________________________________

Blocking is used to block brawling/martial arts attacks. The character can only use Fighting for this and a success means no damage was taken to the character. This is not used on melee or distance attacks.
___________________________________________________________________________________

Parrying uses Fighting or Agility depending on what you are attempting to do. You commonly must have a handheld weapon or gauntlet or shield of some sort in order to parry successfully in order to avoid taking damage. If you attempt to do so without a weapon or shield of some sort, your character will take 1/4th damage if the character striking 'misses' you, because you inadvertently stuck some body part in the way. If the character is successful in hitting your character, the character takes full damage, regardless.
___________________________________________________________________________________

Roll with Blow implies the character is moving with the momentum of the blow so that the character avoids taking full damage.
If the character rolls a White, no effect happens and the character takes full damage.
If the character rolls a Green, -1/4th damage
If the character rolls a Yellow, -1/2 damage
If the character rolls a Red, -full damage.
___________________________________________________________________________________

Soaking is done by the character choosing to stand and take the assault at him/herself and trying to allow his or her stamina to cover for the beating.

The character will roll Endurance for a FEAT check to see how much can be soaked. First, compare the attack's damage to the hero's Endurance to determine the color result necessary to soak.
- If damage is less than Endurance by more than one Rank, the hero needs to roll Green.
- If the damage is one less or equal to the Endurance Rank, the hero needs a Yellow.
- If the damage is one Rank or more higher, the hero requires a Red.
A Green Success implies the character may have to use the entire Endurance Rank to soak.
A Yellow success means half of the Endurance rank can be used to soak.
A red means 1/4th the Endurance rank can be used.

It should be noted that Endurance is not body armor. If a character has to soak more than 10 points, the Hero will be required to make a Red Endurance Feat roll or he/she temporarily will lose an Endurance Rank, which will be restored with rest.
On the same note, if you lose 20 points, you must roll a Red Endurance Feat success or lose temporarily 2CS to Endurance. 30 points implies a Red Endurance Feat roll or lose -3CS to Endurance temporarily, etc.
___________________________________________________________________________________

Diving for Cover

This defensive maneuver can get a character out of the way of an explosion or other area of effect attack. Like most defensive maneuvers, the character must declare his/her intention to dive for cover before the incoming attack is resolved.

To dive for cover, the character picks a location no more than one half the distance away that he/she could normally move in a Turn. For example, if the character can fly four areas per turn, he/she can dive for cover up to two areas away. The character then makes an Agility FEAT with a -1CS penalty for each additional area after the first he/she dives. If successful, the character arrives in the desired area before the explosion or area of effect attack occurs. If the FEAT fails, she is caught in mid-air at her starting point. This also works for characters who cannot fly, of course, though they will be literally 'diving' for cover, of course.
___________________________________________________________________________________

Body Armor - This is posted elsewhere but put here again for convenience.

BODY ARMOR & SHIELDS

Characters that wear body armor, have natural body armor or use telekinetic shields, energy shields etc. Carried shields are considered 'body armor' for intents of this section.

Rolls: The attack used whether Power or Strength vs the Armored character's Endurance -or- Armor stat against a specific type of attack if the armor is declared to possess it.

Your character should have a rank set for the armor defense that it covers. If that armor resistance is not covered, the character takes normal damage. The armor also may be damaged, depending on the roll done. With a white or blue result on dice to avoid something where someone else rolled a Critical Success that harms the person, the armor may break, a shield may collapse, the armor may have a malfunction, etc.

Body Armor is given ranks. This rank reduces damage taken or may even indicate that no damage was taken to the character.

i.e. If a character is hit by someone with an Incredible power or Strength, the damage would be 40 (-/+ with the roll). If someone has a Remarkable body armor against the attack, he/she would soak 30 points. Thus on a yellow success roll, the character would only lose 10 points of Health. If a Red success is had, the damage of course overflows past the armor.

If a character has a lower Strength or Power ranking than the Armor but hits with a Critical Success:

The Armor may soak the normal damage, but the hit should be considered strong enough that it rattled the person within the armor/shield or behind it, or something happened to give the person the 5d10 damage bonus of a Crit Success that is victorious, IF the armored character does not also roll in the Red. If the character rolls in the Red, the armor may soak up the max damage it can, but view below to roll 1d100 for damage results.

If the SUCCESSFUL attack to the character is considered +2CS higher than the character's armor, the following should be used to determine damage to the armor, plus the character of course takes damage by whatever the armor does not soak.

1D100 Damage Results
01-20 One Power is at -2CS
21-40 One FASE ability modifier is at -2CS
41-65 One power is inoperative
66-90 All powers are at -1CS
91-94 All FASE ability modifiers are -1CS
95-98 All FASE ability modifiers and powers are at -2CS
99-00 FASE modifiers -2CS, all powers but one (player's choice) are inoperative.


FORCE FIELDS/SHIELDS/MAGICAL BARRIERS/TELEKINETIC SHIELDS etc.

If the character is using some sort of energy shield, barrier or telekinetic shield etc and it is penetrated to give the character damage, the character drops the barrier automatically AFTER subtracting out the bonus the shield/field offered the character and others who may also be protected. The character, if able, may attempt to put up the barrier again on his/her next Turn.


NATURAL BODY ARMOR

Some characters such as Superman, Hulk and Thor have natural body armor due to thicker skin. They follow the same guidelines as with exo-skeleton or worn armor when rolling defense. However, if they are damaged, the damage taken on a Crit Success or from +2CS higher will give the character physical damage rather than just having armor destroyed. This implies the character may be physically wounded. However, the character will still, each round, maintain their armor as it is natural to have. On a Critical Success, the character takes full damage without soak, whether the character who is attacking is weaker or not in Strength or Power.