WizardSpire Games

Community Codex Adaptive RolePlay System v1.0.0-rc3

Damage

The damage system is based on the ancient Greek’s beliefs regarding human existence, where a person was measured by the strength and health of their mind, body, and spirit. The optimal case would be to have all three in equal amounts such that they could be represented by an equilateral triangle: Mental -> Physical -> Spiritual -> Mental. Dealing and taking damage is handled through a series of check boxes. There are ten boxes for each of the three types of health. Damage is counted by checking a number of boxes equal to the amount of damage dealt starting at the damage level noted by the weapon’s damage type and rating, and all boxes below that level. If a character has already taken damage beyond the indicated level, the new damage is counted by checking off boxes on the next available damage type until all the damage is applied. Damage levels are Light, Moderate, Heavy, and Deadly. In CCARPS damage comes in three forms; Mental, Physical, and Spiritual.

Damage is represented as a series of three connected bars of ten boxes each. Box ten on the Mental bar is connected to box one on the Physical bar, and box ten on the Physical bar is connected to box one on the Spiritual bar. The tenth box of Spiritual is connected to box one of the Mental bar.

Damage overload occurs when the normal damage bar for the given damage index is full, and more damage of the same type is dealt to a character. The overload damage is then applied to the next damage meter. When a character fills an entire damage bar, that character will lose consciousness.

Once a character is unconscious, the player must roll 2d against their Charisma Modifier as their Basic Target Number. On a failure, the character takes 1 point of damage, following the order of damage overload. A character is permanently dead when all three bars are filled completely. Any character that has two bars of damage filled, they cannot be revived without intervention of a trauma surgeon (or other world and/or campaignspecific skills).

Damage types include Stun, Shock, Bludgeon, Cutting, Piercing, and Energy (some worlds call this “magic”).

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