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Dead<br />

ribs shatter. Now all you can do is lie on the<br />

ground, waiting for rescue. It could be worse,<br />

it could be raining.<br />

9 Edged- The lash slices your back open. You<br />

feel blood gush over your body as everything<br />

goes red.<br />

9 Burn - Honestly, there's no way to describe<br />

this kind <strong>of</strong> burn without getting a little too<br />

graphic. We therefore leave this one to your<br />

imagination.<br />

9 BlastJFall -Sky, ground, sky, ground, wall,<br />

THUD!!<br />

9 Penetrating - The sword goes right through<br />

you. A damp coldness envelopes your body,<br />

as all the strength drains away from your<br />

limbs.<br />

9 Blunt- You can feel the force <strong>of</strong> the kick go<br />

right through you and crack the wall behind<br />

you. Well, I guess that's it.<br />

9 Edged- Cut bad, real bad.<br />

9 Burn - Um ... let's not talk about this. These<br />

final moments aren't your best.<br />

9 Blast/Fall - TOUCH-DOWN!! The crowd<br />

goes wild!<br />

9 Penetrating -A big hole, a really big hole.<br />

SCALING<br />

As you may have already guessed, the above<br />

examples are Scaled in a fairly realistic way. However,<br />

this is not the proper feel for many Settings. Movie heroes<br />

<strong>of</strong>ten survive damage that would hospitalize anyone with<br />

less billing. They get lucky. In your Settings, the Director<br />

must provide this 'luck', if that's the kind <strong>of</strong> feel the Troupe<br />

wants for the Chronicle.<br />

On the other side <strong>of</strong> the coin, there are Settings in<br />

which the heroes are so tough, that you may never<br />

damage some <strong>of</strong> them enough to reach even Grievous<br />

levels. For example, in a superhero comic book Setting,<br />

Blunt Bruised damage might look like this ...<br />

Bruised<br />

9 Blunt - The punch sends you flying back<br />

through several walls. Quickly you get to<br />

your feet and shake <strong>of</strong>f the dizziness, ready<br />

for the next Round.<br />

Always remember to keep your Setting in mind<br />

when Scaling damage.<br />

OUT FOR THE COUNT<br />

You don't have to blow somebody up to render them<br />

unconscious. Sometimes a little tap to the back <strong>of</strong> the<br />

head 1s all that's needed if you know what you're doing. A<br />

role's state <strong>of</strong> consciousness is mostly determined by the<br />

needs <strong>of</strong> the plot, and the use <strong>of</strong> Plot Points. If your story<br />

requires that the Main Cast be knocked out and taken to<br />

the villain's headquarters, then it's nappy-time. Just as<br />

validly, if your Main Cast needs a few points, a little sleep<br />

at the right moment can complicate the plot enough to do<br />

the trick.<br />

FORCE FIELDS, ARMOR, AND HARSH<br />

LANGUAGE<br />

Actors may occasionally try to avoid the damage<br />

being delivered to their characters. They may wear a<br />

protective device <strong>of</strong> some kind, or try to place an obstacle<br />

between them and the <strong>of</strong>fending weapon. If someone is<br />

hit by an 'Omega-Death-Ray Gun', then they're probably<br />

pushing up daisies. On the other hand, if the same<br />

persona is wearing a 'Super-Quasi-Transducer Shield',<br />

then she's probably fine. Really, what it comes down to is<br />

a matter <strong>of</strong> description. If you've told the Actors that a<br />

certain vest will stop all pistol rounds from penetrating,<br />

then that vest should stop all pistol rounds from penetrat­<br />

ing. Of course, that doesn't mean that the characters<br />

won't be knocked around a bit by the force <strong>of</strong> the impact.<br />

Just because a character's wearing a flak-vest that will<br />

stop a machine gun round doesn't mean that she won't be<br />

sent for a loop when it hits. The damage will simply be<br />

turned from a Penetrating, into a Blunt type. Any damage<br />

that the Actors are saved from will damage their protec­<br />

tive gear mstead, which may not be under warranty for<br />

Theat.-ix - The Core Rules 95

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