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Over_the_Edge_Players'_Survival_Guide

Player's guide to Over the Edge rpg

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Players’ <strong>Survival</strong> <strong>Guide</strong><br />

How Much Do I Hurt <strong>the</strong><br />

Guy?<br />

If you’ve scored a hit, now you take <strong>the</strong> difference<br />

between your roll and <strong>the</strong> defender’s, multiply it by<br />

a damage factor (see below), and <strong>the</strong> result is <strong>the</strong><br />

number of points done in damage. Armor reduces<br />

<strong>the</strong> amount of damage from each attack; only <strong>the</strong><br />

points in excess of <strong>the</strong> armor’s roll can do damage.<br />

These points are deducted from <strong>the</strong> target’s hit points<br />

(see below).<br />

Damage Factors<br />

Unarmed combat X1<br />

Throwing knife<br />

Knives, lead pipes, etc.<br />

Crossbow, throwing axe<br />

Swords, axes, etc.<br />

X1<br />

X2<br />

X2<br />

X3<br />

Taser X5*<br />

*All damage from a taser is temporary. Record<br />

it separately; it all comes back when <strong>the</strong> character<br />

recovers.<br />

Tasers<br />

Since firearms are illegal on Al Amarja, tasers are<br />

popular among private security forces. Tasers hit you<br />

with a massive amount of voltage, probably enough<br />

to knock you down and keep you down for a while,<br />

but <strong>the</strong>y do no permanent physical damage (unless<br />

you have a weak heart…). They have a damage factor<br />

of X5.<br />

Versus armor, tasers are an exception to <strong>the</strong> general<br />

rule because <strong>the</strong> damage comes from electric shock<br />

ra<strong>the</strong>r than kinetic energy or penetration. Roll <strong>the</strong><br />

dice for armor as if for a normal attack. If <strong>the</strong> dice<br />

match or exceed <strong>the</strong> number by which <strong>the</strong> attack roll<br />

exceeded <strong>the</strong> defense roll, <strong>the</strong> armor has prevented<br />

<strong>the</strong> taser from penetrating, and <strong>the</strong> target takes no<br />

damage. If <strong>the</strong> roll is less than <strong>the</strong> number by which<br />

<strong>the</strong> attack roll exceeds <strong>the</strong> defense roll, <strong>the</strong> taser does<br />

full damage. In o<strong>the</strong>r words, ei<strong>the</strong>r <strong>the</strong> armor stops<br />

<strong>the</strong> taser or it doesn’t; <strong>the</strong>re is no middle ground.<br />

RULES OF PLAY<br />

Messed Up<br />

If <strong>the</strong> target is now at half or less his normal hit<br />

points, he suffers a penalty die on all actions until he<br />

recovers to more than half his normal hit points. The<br />

GM may assign more specific debilities to characters<br />

that have received specific wounds, such as decreased<br />

mobility from a knee shot, decreased vision from a<br />

blow to <strong>the</strong> eye, or a sudden desire to enter <strong>the</strong> priesthood<br />

from a blow to a certain vital spot.<br />

Down for <strong>the</strong> Count<br />

If <strong>the</strong> target is at 0 hit points or below, he is out of<br />

<strong>the</strong> fight. “Out of <strong>the</strong> fight” can mean a lot of things,<br />

depending on <strong>the</strong> type of weaponry used and <strong>the</strong><br />

number of points below 0 that <strong>the</strong> target is at. When<br />

you have taken enough damage to be out of <strong>the</strong> fight,<br />

but not enough to kill you outright, you may find<br />

yourself in any or various states of disrepair.<br />

Someone dropped to 0 by fists and kicks is likely<br />

hurt, unable to fight, demoralized, in great pain,<br />

and suffering some broken bones. Such injuries,<br />

however, are rarely lethal as most vital organs are<br />

well-protected by a body structure carefully shaped<br />

by millions of years of evolution. Such an injured<br />

character should be able to return to impaired function<br />

with time or <strong>the</strong> help of friends and eventually<br />

recover completely (i.e., regain hit points without<br />

serious medical attention).<br />

Someone at 0 or below from application of clubs,<br />

cudgels, monkey wrenches, tire irons and <strong>the</strong> like may<br />

well have badly broken bones and internal bleeding,<br />

but he’s likely to be in stable condition. He might be<br />

able to resume mobility after a while even without<br />

assistance. (A concussion, though, can really mess<br />

you up.)<br />

Knives and o<strong>the</strong>r sharp, pointy things that get<br />

you down are likely to leave you incapacitated and<br />

bleeding. Untended, you could easily bleed to death<br />

(especially from a slashing weapon) or die from internal<br />

injuries (especially from punctures). Infection is<br />

also a danger if <strong>the</strong> wounds are not sterilized.<br />

Guns, well, you really shouldn’t get shot if you’re<br />

a law-abiding tourist on Al Amarja, but guns and<br />

o<strong>the</strong>r heavy duty stuff are likely to leave you in shock,<br />

dying, bleeding, helpless, and hopeless. Emergency<br />

medical attention may well be required to save you.<br />

(May I personally recommend Ahmed’s Kwik Klinik,<br />

as gunshot wounds are likely to reach <strong>the</strong> attention of<br />

45

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