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Material Strength, Weapon Damage, Cover Chart, Healing Rules

Posted: Wed Apr 24, 2024 2:31 am
by Death
MATERIAL STRENGTH

Feeble - cloth, glass, brush, paper.
Poor - ice, common plastic, wood, crystal
Typical - rubber, soft metals such as gold or copper.
Good - mortared brick, aluminum, light machinery
Excellent - concrete, iron, bullet-proof glass.
Remarkable - reinforced concrete, steel.
Incredible - solid stone, vibranium
Amazing - steel alloys, granite, mythril
Monstrous - diamond, heavy super alloys
Unearthly - adamantium steel, orchicalcum
Class 1000 - Mjolnir, Wolverine's pure adamantium skeleton, Cap's shield.
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Weapons Damage

Weapon Range Damage
Hand gun 3 6 per shot.
Rifle 10 10 per shot.
Assault Rifle 7 12 per shot.
Shotgun 3 20 per shot.
Bow 5 6 per shot
Crossbow 3 10 per shot. Also includes compound bow.
Knife 1 3 plus Strength.
Spear 2 10 plus Strength.
Short Sword 1 5 points plus Strength.
Sword 1 7 points plus Strength.
Great Sword 1 10 points plus Strength.
Blunt Weapon 1 +1CS Strength
Thrown Weapon 1 Material Strength and can be used to Stun.
Sub-machine gun 7 25 damage
Machine gun 10 30 damage
Flame Thrower 2 30 damage
LAW 4 40 damage
Heavy Artillery 20 50 damage
Hand Grenade thrown 30 to area
Guided Missile depends 40 damage to area
Explosives local ranges from good damage to Class 1000.
Fire Hose 3 6 damage to area affect
Blaster (energy) 3 30 damage
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Cover

Characters may be behind cover such as using a wall to fire from behind, hiding behind a car door, etc.
CS = A shift to the left.

Target Is__Concealment____ Cover
25% visible___ -3CS ____ -6CS
50% visible___ -2CS ____ -4CS
75% visible___ -1CS ____ -2CS
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HEALING

Characters heal 1/4th the Rank points that are possessed in the Endurance Stat each day, unless they have a regenerative factor.

i.e. if your character has an Amazing Endurance, the character heals 12.5 HP per day. Round up to 13.

Serious injuries may reduce the number of HP healed but a GM will declare it so if that is the case.
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