You are not logged in (log in or sign up)
RPG Laboratory

Effects of various attack types

The following lists the attack's effect for each gradient of success.

Shove
1 - none
2 - off-balance
3 - knockback
4 - knockback and knockdown

Unarmed Strike
*Quick Strike / Standard Strike
1 - stun
2 - hurt
3 - damage
4 - incapacitate

*Power Strike
1 - stun, off balance
2 - hurt, knockback
3 - damage, knockdown
4 - incapacitate

Bladed Weapon
*Quick Strike
1 - stun
2 - bleeding, hurt
3 - profuse bleeding, damaged
4 - excessive bleeding + (incapacitated or crippled)

*Standard or Power Strike
1 - bleeding, hurt
2 - profuse bleeding, damaged
3 - excessive bleeding,(incapacitated or crippled)
4 - instant death or destruction of bodypart and excessive bleeding (larger bladed weapons may get stuck in the body, and require an action to pull out)

Shotgun 12 ga.
1 - bleeding, hurt, off-balance
2 - profuse bleeding, damaged, knockdown
3 - excessive bleeding, (incapacitated or crippled)
4 - instant death or destruction of bodypart and bleeding

((more to come))

Notes:
*To reiterate, the gradient of success measures how much you succeeded your attack by and an attack's effect is based directly upon that number. For example, if you succeeded by 4 points, then you have scored a maximum effect (unless if armor or toughness reduces the effect). In the case of shooting a combatant with a shotgun blast, that results in an instant death.

*Notice how attack types are grossly lumped together, as in the Bladed Weapons entry. You may wonder what it is that separates a knife from, say, a greatsword. The difference is that each weapon has its own Power score, like how your character has a Power score. Power's role is to negate the effects of armor or toughness (or, Effect Reduction score). Therefore, the gradient of success is based upon how direct the strike was; a sharp knife to the throat is as deadly as a greatsword hacking someone's head off. However, the difference in power gives the greatsword more opportunities of actually scoring a direct hit against armored opponents. The same principle goes for any other attack types.
This balance will provide incentive for players to choose the right weapon for the right situation, realistically, rather than in other systems where players will almost always choose the biggest weapon because it does the most damage.