[Torg] Torg: A Unified Mechanic 2 (Wounds)

Jasyn Jones jasynj at gmail.com
Thu Jun 5 13:17:07 EDT 2008


Combat

In addition to chart overload, the mechanics of damage in Torg are  
highly complicated. There are three basic types of damage, each of  
which functions differently, a complicated chart to determine how much  
damage is dealt on any attack, and complicated "Three Package" rules  
on buying off damage with possibilities.

Using the Rule of 4, all of this is swept away, and replaced with one  
streamlined and robust mechanic.

The Rule

Each Success Level of Damage (DV - Toughness of target) equals one  
Wound.

1 SL = 1 Wound
2 SL = 2 Wounds
etc.

(A Possibility can buy off 2 Wounds of Damage from one attack.)

A "Wound" is an abstract measure of damage. It can represent tearing  
of the flesh, crushing damage, fatigue, aches and pains from illness,  
a concussion, or any other physical impediment.

This enables the combat system to emulate any one of the following  
effects, with no special rules and no caveats:

Cutting Damage
Crushing Damage
Impaling Damage
Illness
Concussions
Internal Bleeding
Skin Abrasions
Tear Gas
Tasers
Fatigue and Exhaustion
Poison
Burns
Hangovers
Headaches
Broken Bones

Instead of trying to simulate each and every type of impediment with  
exact rules and measures of damage, the abstract "Wound" mechanic  
answers the three essential questions of damage:

How damaged am I?
What penalties apply?
How long does this last?

The following chart summarizes this:

1 Wound = No Penalty (1 minute)

In other words, a character with 1 Wound has no penalties to actions,  
and the wound automatically heals after 1 minute of rest (no diced or  
automatic actions can be performed during this time).

2 Wounds = -4 Penalty (1 hour)

A character with 2 wounds has a -4 bonus modifier to all actions, and  
must rest for an hour to heal.

3 Wounds = Incapacitated (1 Hour)

A character with 3 Wounds is Incapacitated, they can make no diced or  
automatic actions until they have healed down to 2 Wounds.

4 Wounds =  Incapacitated (1 Day)

5 Wounds = Permanently Incapacitated (Absent Extraordinary Intervention)

A character with 5 wounds is so damaged, that they are permanently out  
of play (essentially "dead", but the character may still be living).  
This might represent them being paralyzed, for example, or being  
placed into a coma.

At the GM's discretion, an extraordinary intervention (a divine  
intervention to raise the dead, an "unprecedented and groundbreaking  
operation", etc.) can bring the character back into play. This  
extraordinary intervention should be the focus of an adventure, in  
which the surviving party members quest to find a cure for their  
stricken comrade.

6 Wounds = Permanently Incapacitated

The character is simply gone, and will not ever recover. (At the GM's  
sole discretion, he can treat this as 5 Wounds.)
---
Jasyn Jones
jasynj (at) gmail (dot) com

Check out Storm Knights, my Torg website:
http://darleyconsulting.com/games/stormknights/

"To strive, to seek, to find, and not to yield."
Ulysses, Alfred Lord Tennyson





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