Monday, February 15, 2016

New Universal Damage Sub-System for StarCluster 4

One of the more complex sub-systems in pre-StarCluster 4 editions is the Damage Sub-System. This was a relic of StarCluster 1 and 2, both of whom used percentiles for everything. The Constitution, which was what damage points ablated, was a very large number, in order to accomodate a possible damage roll of up to 150 or more. In StarCluster 4, all the resolution mechanics return a number of successes. These successes can be used to determine damage in one of four ways. You can use any combination of these four methods as you choose - for example, you can use "Three Strikes" for mooks, "Ablating Attributes" for the PCs, "Attribute Pool" for the named opponents, and "Plus-Minus" for all conflict-scale resolution - all in the same encounter.

Three Strikes

With this variant, the character has three active states other than perfectly fine. They are: Hindered: The character has suffered a wound, and is at -1 Large Penalty Wounded: The character has suffered two wounds, and is at -2 Large Penalties Barely Conscious: The Character has suffered three wounds, and is at -3 Large Penalties Whenever the character is hit, the appropriate box is checked. When all boxes are checked, the character is out of action, and may be killed out of hand with a action, or may be patched up to retain life, or may be allowed to die by abandonment, depending on the situation, the other character actions, and the setting tropes.

Ablating Attributes

With this variant, the character has a number of check boxes next to their attribute equal to half their attribute, rounded up. When struck for damage, the player or GM managing this character may determine which attribute is affected, for example COOR, and check off the number of successes effected. If all the check boxes are filled, the Attribute goes down by one PERMANENTLY and all boxes are unchecked. This permanent loss can only be repaired by long hospital stays or mighty magic, and depending on the setting, may not be repairable at all. Checked boxes may be unchecked at a rate of one per hour of rest.

Attribute Pool

Add each Physical Attribute and place the total in a pool. All successes are subtracted from this pool. When there are no points left in the pool, the character is unable to the character is out of action, and may be killed out of hand with a action, or may be patched up to retain life, or may be allowed to die by abandonment, depending on the situation, the other character actions, and the setting tropes.

Plus-Minus

With Plus-Minus, each conflict has dangers (Minuses) set by the GM, which WILL HAPPEN unless bought off, and rewards (Plusses) which MAY HAPPEN if the character purchases them. Buying off a Minus or purchasing a Plus each cost a success. For example, Pola is covering the party's rear with a ranged weapon when the bad guys attack in this area. The GM states that this is a dangerous attack, and that Pola has three Minuses and three possible Plusses. the Minuses and Plusses will be described with a chart included in the game - and beautifully done by Levi Kornelsen - and Pola's player rolls four successes, buying off two Minuses and purchasing two Plusses. As a result, she is Hindered, but drives back the attack spectacularly.

No comments:

Post a Comment