Combat & Damage

Combat: Combat is handed in rounds. Each round lasts long enough to allow each participant to attempt one action and one movement (approximately 6 seconds). All actions are considered to be simultaneous even though they must be resolved one at a time. This means that any damage or other effects are not applied until the end of the round. Attacks on aware opponents are normally resolved "Skill versus Skill": the skill the attacker is attacking with versus the skill the defender is using to defend with. If a character is attacked more than once in a single round, he must defend with the same skill each time and must suffer a -2 modifier for each additional attack. (i.e. defend against the second attack at -2, the third at -4, etc.)
Determining Damage: If a hit is made in combat, the character who was hit suffers damage at the end of the round. Damage is equal to the result of a die roll based on the damage class of the skill/weapon used to make the attack. GM's assign damage classes to weapons based on the campaign, and should strive to maintain consistency through the session or campaign. Some examples are provided below, but should not be considered all-inclusive or authoritative. Each GM is encouraged to work with their players to create their own damage class lists. 
Damage Class: Light; Damage: 2d4; Examples: Dagger, Magic Missile, Stunner
Damage Class: Medium; Damage: 2d6; Examples: Mace, Burning Hands, Laser Pistol
Damage Class: Large; Damage: 2d8; Examples: Longsword, Lightning Bolt, Lightsaber
Damage Class: Heavy; Damage: 2d10; Examples: Shotgun,
The protection value of any armor the character may be wearing is subtracted from this amount before it is applied to the character's Body.
Die Rolls: All die rolls for damage should utilize the "exploding dice" mechanism as seen in Savage World's games. That is, if a given roll displays the maximum result for that die, then the die "explodes" and should be rolled again. Once it is rolled again, its result should be added to the previous roll. This continues until a given roll does not display the maximum result for the die. For example:
After a successful attack on the cyth'tiger, Preston rolls 2d8 for his character's Vibranium Anti-Matter Blade. The result on one die is a '1' and an '8' on the second die; his current total is '9' damage, however, the second die "explodes" and Preston rolls only the second die again. The result of the second roll is another '8', which again "explodes"; his current total is '1+8+8=17'. Preston rolls only the second die again with the result of '2', which he adds to his current total of '17' for a grand total of '19' points of damage with his character's Vibranium Anti-Matter Blade.
Effects of Damage: Each character has a fixed number of BODY points assigned by the GM. The suggested amount for a humanoid of near average mass is 2 points per full half-foot of height, giving a 5 foot person 20 points of Body.

BASIC Formula (can be adjusted for weight)
FEET * 12 = TOTAL INCHES / 4 = BASE BODY SCORE * 2 = FINAL BODY SCORE

Damage is subtracted from that value. When it reaches 0, the character is unconscious or dead as the GM decrees. Generally, minor monsters and non-player characters will be dead while player characters and important non-player characters will be unconscious unless specifically killed by their attackers.

Healing and Healing Surges: Natural healing occurs at a rate of one point of damage healing at one point per two days of total rest without proper medical care, one point per day of total rest with proper medical care. Characters can elect to perform a Healing Surge wherein they channel their energies, reserves, spiritual stores, etc. into themselves at the cost of three (3) Fate Points. A Healing Surge must be used in the same manner as a Skill Check and must be based on a skill possessed by the character. The number of points healed equal the total of the check. For example:

John's character, Cinder, wishes to attempt a Healing Surge after a harrowing encounter with a pack of wendigos. Cinder has four total Adventure Points to expend and John considers it a worth cost. He reduces his number of Adventure Points to one and then bases his Healing Surge on Cinder's Structural Integrity skill, which has a bonus of [6]. John rolls a d20 and gets an '11', to which he adds his bonus of '6', for a total healing of '17' Body points. Cinder is only down 15 points, so two of the points are lost, but Cinder is now fully healed.

Modifications and additions Copyright © 2013 Brannon Hollingsworth
Repost from: http://www.retroroleplaying.com/other/fastrpg.php

Copyright © 2008 Randall Stukey

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