The NecroMech Dossier Core Manual April 2018 - Page 189

How Well? Once determined successful the Outcome of an Action must be calculated in terms of Amount, Size, Area, and Duration, etc. as applicable. For example, the Outcome from a sword strike, is measured as damage. Against a heavily armored opponent, beyond the strike being less likely to succeed in the first place, the damage dealt is also less than it would be if the opponent was unarmored. So, we answer: How much Damage was inflicted? How long do you suffer Disability on being stunned? How much Healing do you receive from being physically and/or psychically treated? Etc. Some Actions, however, are absolute. For example, opening a lock either works or it doesn’t. Variability vs. Certainty By extension when considering the effects associated with psychic Talent use we introduce the concept of variability vs. certainty. Talents that require an associated Action such as a touch or striking an opponent have a variable outcome, evidenced using d10 when determining, for example, how much damage is sustained. This reflects the concept of a grazing touch or glancing blow. Conversely, Talents that do not require any other Action have an absolute outcome, in which case the effects are absolute, e.g. “suffers 15 points of damage”. The same is true if an opponent who is unconscious or otherwise completely restrained (e.g. tied to a table) being struck by a weapon. In such cases damage is not d10 x n but simply 10 x n. Damage is measured as loss of Health Points or Life/Necrotic Energy and the timeframe of that loss (in the case of on-going damage from, for example, bleeding or poisoning). Unless otherwise specified HP damage is applied against the character’s Total HP. If the attack is Aimed at a target area (i.e. Head, Torso, Left/Right Arm, or Left/Right Leg) then the damage is applied against that target area’s HP.       Weapon damage is calculated based on Weapon Damage Profile in Appendix 3. Explosive damage is calculated based on Explosive Damage Profile in Appendix 4. Poison damage is calculated based on its Class/Type in Appendix 5. Talent effects are individually detailed. Talents that do not require an associated Action such as touch cannot be Aimed, whereas Talents that do require an Action, again such as a touch, can be. For example, attempting to touch an opponent’s arm to incapacitate it and hence prevent use of the weapon it is holding. Damage mitigation due to armor is detailed in Appendix 6. Resistances, e.g. to heat, cold, electricity, chemicals, translate directly to an equivalent damage reduction. For example, 50% resistance to fire, reduces fire-based damage by 50% (round down). Page 189