Sunday, November 30, 2008

Combat Cards and Damage

One of the more interesting differences between Halicker and other games is the change from using a character sheet to using individual character cards. While there will defiantly be forms to be found online for filling in a “normal” character sheet, players have the option of using several cards to break up their characters information. The usual format of this is a card for all things relating to combat, a card for general character info including stats, a card for all equipped upgrades, mods, decorations and such, and a card for all list magical tattoos and subsequent spells and abilities. In the future we will post a picture of one of these cards for you to see, these descriptions can only do so much but bear with us. While we are talking about the combat card we can get into Halicker’s damage system.
All weapons in Halicker are capable of doing varying amounts of damage; all depending on an attackers severity roll. Basic weapons will have five levels of damage: -20, -50, 50+, 70+, 90+, Halicker uses a hundred sided die when ever possible and this includes severity rolls. So a weapons typical damage will read something like
(5, -20)(10, -50)(20, 50+) (25, 70+) (35, 90+)
For an extended description, or will read (5, 10, 20, 25, 35) for a quick description. The weapon being described here is a pretty decent tier two bastard sword, the damage is pretty consistent as you go up the levels so that marks this weapon as being Dwarven or Elvin, different races and different weapons will have different damages. Case in point a Gemagog weapon will do fairly poor damage up until the higher end of the stats, this takes into consideration the races reliance or physical strength and power, thus expecting a character who has a high enough power bonus to offset a low roll. On the other hand a H’luull weapon will be geared to do massive damage right at the start but as you go up the stats the damage will not increase all that much, this makes a H’luull weapon fairly effective but this is hampered by the fact that the H’luull material, Yawk, is much rarer than Gemagog dragon steal and much fussier to use.
In the event that a character rolls a hundred on an attack roll the resulting severity roll is doubled. A roll of two hundred or better triples the severity roll. If a character rolls a hundred or better on a severity roll what ever modification bonuses that applied to the roll are added directly to the damage, no conditional bonus or spell bonus applied.
Once hit by a weapon a character starts to take amounts of damage, the amounts is added up and subtracted from subsequent rolls until the character is healed. For example: a character takes three hits from the sword listed previous, with severity rolls of 56, 60, and 90. The resulting damage would be 20, 20, and 35. This character thus took 75 points of damage total. We subtract from this a toughness bonus that would have negated some of the damage in those three rounds. A character with 16 toughness knocks down a severity roll 16 points thus making the hits actually 40, 44, and 74, thus the damage would actually be 10, 10, and 25. Thus the real modifier would be 45 instead of 75. Now on every combat card and on every stat sheet will be a place for the total amount added to a players attack roll and severity roll, from all physical mods, magical mods, and apparatus mods. It is to these numbers you subtract from when you start to take damage. So our character has +75 and plus +50 to attack and severity respectively. after the first hit it would be +65 and +40, then +55 and +30 and finally +30 and +5. Once you get to a certain number below zero you are dead. How much so below zero and with which stat depends on race and other modifications your character may have designed.
Most of the upgrades in Halicker will have stats with “easy” numbers (Halicker uses a base 5 system for upgrade stats) so the math will never be that tricky. One last thing, while you will have to deal with your combat bonuses getting lower and eventually into negative numbers the more damage you take, magic remains unaffected by damage and you still get full bonuses no matter how much damage you take.

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