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Keywords: ballistic damage


71 Health and Damage - (Complete Chapter)
When a character suffers damage from accidents, combat, or spell effects, he can expect to suffer from one of three common types of damage throughout his career: Bludgeon, Wound, and Attribute damage...
59 Ballistic Damage
Ballistic Damage is typically caused by firearms, but some non-ballistic attacks are considered ballistic damage due to the strength and severity of the attack. Essentially, ballistic damage is damag...
48 Ballistic Protection
Some types of armor and protections provide what is called Ballistic Protection or Damage Transfer. These protections do not eliminate damage or stage it down, but instead cause Wound type damage to ...
45 Continual Damage
Some damage is referred to continual damage. Fire, acid, strangulation, and being chewed continuously by a huge beast are all examples of continual damage. Fire and acid damage is described separate...
40 Ballistic Protection - depricated
Somewhat of a misnomer, ballistic protection provides some degree of protection against ballistic attacks and some melee attacks. These protections do not eliminate damage or stage it down, but inste...
36 Damage to Armor (optional rule)
Armor does gradually wear down as it is used and loses its effectiveness against attacks. All armor has a structural hit point rating. When the armor is reduced to zero structural hit points the armo...
33 Damage Notation
Damage in combat is noted in a "Damage Dice [staging info]" format. Several examples are given below. 1d10+1 [12W] 1d10+1 points of wound damage with staging 12. 1d6 [+8B] 1d6 points of bludg...
32 Damage
Damage is determined by the what the character is using to attack with. Every weapon and unarmed attack has three basic values that determine damage. Damage Dice: When a weapon is successfully u...
32 Weapon Damage in Combat
Optional Rule: Weapons normally do not take damage from standard attacks. They do take damage when used to parry and block attacks or if attacks are specifically targeted against them. In combat, we...
32 Recording Damage
As a character takes more and more damage, he becomes more debilitated and steps that much closer to unconsciousness or death. To record the amount of damage that a character has suffered, simply che...
31 Fire and Acid Damage
Fire and acid cause continual damage as long as the flame continues to be applied or the flesh is in contact with the acid. This burning damage is different from standard damage in many ways. Fi...
31 Damage Examples
Light Bludgeon (LB): This represents mostly light bruising and the most easily healed wounds possible. If someone takes so much LB that they manage to actually die, they likely died of internal ble...
31 Bludgeon Damage and Condition
When a character takes too much bludgeon damage, they eventually succumb to some kind of negative effect. Once a character loses all of their bludgeon points, assess their total damage suffered compa...
29 Increasing Damage
Just like a character may choose to cause more severe damage, a character may also choose to cause more damage. For every -10 AV penalty to attack roll that the character suffers, a +1 damage bonus i...
28 Falling and Impact Damage
Falling won't kill anyone, but the sudden impact with the ground will. Falling inflicts damage based on the speed of impact. The chart to the right indicates how far and how fast things travel durin...
28 Attribute Damage
Some attacks and effects in the game will not cause traditional damage to a character. Instead, these attacks will damage an attribute, such as STR or REF. Lost attributes are regained depending upo...
26 Damage Penlties
According to the damage penalties chart, all actions suffer the indicated penalty for each wound point that has been suffered. These penalties apply to all skill rolls and active attribute tests. Pa...
25 Defensive Magic That Absorbs and Stages Damage
In the event that a character is protected by both mundane armor or natural armor and magical protection, the similar effects of two protections do not stack unless the spell description states otherw...
25 Fill out Health and Damage Section
This step uses many of the values determined in the previous section. First, calculate stun/pain threshold using this equation: (SIZ + FORT - 20) / 2 Round up and multiply result by 5 ignore...
25 Imbue Arrow/Bullet - (hc)
The character can bind the essence of the elements into his arrows, bolts, or bullets. When the character fires one of her weapons, she can choose to spend 2 STAM to imbue it with one of the followin...
20 Combat Rules: Basics - (Complete Chapter)
Combat in the Chronicles System is turn-based, meaning each combatant has an opportunity to take an action during combat. This chapter details specific rules and situations that come into play during...
20 Combat Rules: Advanced - (Complete Chapter)
The advanced combat rules are elements of combat that address special situations. Some are more common than others and some simply give extra detail and insight into how to resolve those types of con...
18 Called Shots
These are some of the more commonly used called shots and their general effects. Some called shots can not cause damage that exceeds a certain percentage of the target's HPs. The special crippling e...
15 Combat Rules: Firearms - (Complete Chapter)
Advanced firearms and weaponry are not common in all campaigns. For that reason, these rules are presented separately from other combat chapters....
10 Health Points (HP)
Every character possesses a number of health points according to this equation: HPs = (SIZ x 2) + (CON + FOR + WIL) - 10 One half of these HPs are assigned to bludgeon damage and the other half ar...
10 Armor Characteristics
Armor is critical if one wishes to stay alive in combat. Armor, like weapons, has stats and game effects. It is also important to remember that many of the types of armor listed are archaic and are ...
10 Arms and Equipment - (Complete Chapter)
After a character's skills and attributes have been determined, it is next important to equip a character for adventuring. Discuss with your game keeper what equipment you can start with. Some game ...
8 Stuns and Knock Outs
Whenever a character suffers damage, there is the possiblity that he or she could be stunned or knocked out. The severity of the stun or knockout is dependent upon the type of damage that is suffered...
8 Acid (Alchemy)
Alchemists are capable of creating acids which can be used for a variety of purposes. Any acids made using this skill are assumed to be highly corrosive. A simple vial will usually significantly dam...
8 Critical Strike - (hc)
The character knows how to inflict incredible damage when her opponent is at a disadvantage. Critical strike allows a the character to sneak up upon her target and perform a critical blow, possibly f...
6 Melee Weapons
Melee weapons come in many different types. Swords, axes, clubs, knives, and just about anything else you can think of to pick up and swing at a person. Melee weapons have different effects upon the...
6 Ranged Weapons
Ranged weapons come in many different types: bows, crossbows, rifles, shotguns, automatic firearms, pistols, and revolvers. Like melee weapons, all ranged weapons have several stats that measure a we...
6 Staging
Staging is a generic, open interpretation replacement for critical hit and location charts that are common in many other RPGs. Any time that an attack hits, there is a chance that it will do damage ...
6 Blast Stone (Alchemy)
Blast stones violently explode upon impact with most objects and hard surfaces, causing damage to all within a specified radius. The blast is primarily concussive and all damage stages at a 17. Blas...
6 Insect, Spider, and Scorpion Venom
Insect, spiders, and scorpions are a common threat in many parts of the world. Listed here are the effects of a variety of venom types. A single dose of venom will have the following effects, based ...
6 Snake Venom
Rattlesnake Type: Hemotoxic Potency: 100 (20 EPOT), may vary by species Onset period: 1d10 minutes Duration after onset: 3 days Effect: -5 AV to all actions, lose 1d4 CON, lose 1d2 AGL, lose 1d...
6 Template, Elemental: Lightning
Lightning elemental forms are typically only available to Air and Avian disciplines. Hit points: All wound, no bludgeon Attacks stage with SPIRIT vs FORT Injuries: All damage is light wound. ...
6 First Aid - (skill)
The character is capable of performing essential first aid upon injured individual. First aid is also used to stabilize severe wounds that can get worse. First Aid takes several minutes to perform, ...
6 Melee Weapons - (Complete Chapter)
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5 Weapon Size and Character Size
All weapons listed assume that the weapon is for a man-sized combatant between size 7-16 and with a strength score to match. There are some people in the world that would prefer smaller or larger wea...
5 Armor
The primary function of Armor is to absorb as much damage as possible. To determine how much damage gets past a character's armor, simply subtract the armor's Absorb rating from the damage inflicted....
5 Explosives
Eventually the player characters are going to blow something up. Listed below are the statistics for various explosives and their game effects. Gunpowder, 1 lb horn3d6[20W, ballistic] Gunpowder...
5 Template, Elemental: Fire
The Fire Elemental template is generally available to Fire and Demonic disciplines as well as Feline Shuri. Hit points: All wound, no bludgeon Attacks stage with SPIRIT vs FORT. Injuries: All ...
5 Forceful Spirit - (hc)
The character has such a strong spirit that her very essence acts as a ward against undead and demons. Demons and Undead attempting to attack or otherwise affect the character suffer a -5 AV penalty...
5 Absorbsion - (spell)
Absorbsion is a shoal-like ability that absorbs damage from physical and magical attacks....
5 Arcane Shoal - (spell)
Arcane Shoal creates a cloak of shimmering energy to protect the target from damage....
5 Blazing Shoal - (spell)
Blazing Shoal creates a cloak of burning coals around the target's body, protecting the target from harm....
5 Cloud Shoal - (spell)
Cloud Shoal creates a thick, cloying cloak of mist around the character's body to protect against damage....
5 Earth Shoal - (spell)
This spell creates a cloak of earthen debris around the character's body....
5 Rotting Shoal - (spell)
Rotting Shoal creates a cloak of rotting flesh, debris, and plant matter around the target's body....
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