a) First roll the total damage. If you die, stop now.
(Нужно больше золота боли и страданий. К тому же, меня отчаянно мучает мысль о том, что где-то я что-то подобного плана читала, но память золотой рыбки не дает вспомнить детали.)
а в ролике разносит бедную канистру с водой в клочья
Во первых нога джона не сделана из воды.
(Для охоты на крупную дичь)
пулевое ранение лечится за 5 дней.
Arm or Leg (-2): A good way to disable without killing! Against a living target, reduce the wounding multiplier of large piercing, huge piercing, and impaling damage to х1.
Arms and Legs: On any arm or leg hit, roll 1d. On a 1, a cutting, impaling, piercing, or tight-beam burning attack hits a vein/artery, while a crushing attack hits a joint.
Veins and Arteries: Bleeding rolls are at -3 – or at -4 if the injury was due to a cutting attack. Make bleeding rolls every 30 seconds. This assumes a severe but not automatically lethal cut. See New Hit Locations (above) for the “instant death” due to bleeding
Veins and Arteries (-5 or -8): A fighter with a cutting, impaling, piercing, or tight-beam burning weapon can target a major blood vessel in the neck (jugular vein or carotid artery), arm (brachial artery), or leg (femoral artery). The attack has an extra -3: -5 for a limb, -8 for the neck. The sudden blood loss increases the wounding modifier for that hit location by 0.5; e.g., a cutting attack gets х2 instead of х1.5 against a limb, or х2.5 instead of х2 for the neck
A minute’s work with bandages won’t stop really severe bleeding. Optionally, apply the total penalty to bleeding rolls – for both the size and location of the wounds – to First Aid rolls made to halt bleeding (see Bandaging, p. B424). To staunch bleeding from the skull, eye, neck, vitals, or veins and arteries, make a Surgery roll at the same penalties; First Aid won’t suffice.
Мне кажется, что вы делаете что-то не так.Пуля для охоты на крупную дичь для дробовика 12 калибра наносит 4d+4 pi++. В среднем - 36 урона. Два чека на смерть подряд для обычного человека.
Homogenous: Things that lack vulnerable internal parts or mechanisms – such as uniformly solid or hollow objects (e.g., melee weapons, shields, and furniture), unpowered vehicles, trees, and walls – are even less vulnerable! This includes animated statues, blobs, and anything else with Injury Tolerance (Homogenous). Impaling and huge piercing have a wounding modifier of x1/2; large piercing, x1/3; piercing, x1/5; and small piercing, x1/10.
Тут я замечу, что это правило мы не используем, когда дело касается атак с pi-дамагом.
While an attack that’s neither cutting nor explosive can dismember (p. B421), the injury threshold is realistically much higher. Notably, bullets are more likely to pass through a limb or an extremity than to blow it off. Optionally, a body part is automatically permanently crippled (p. B422) if it suffers at least twice the injury needed to cripple it – but impaling, piercing, and tight-beam burning attacks must inflict twice that amount to sever the body part.
People shot in the torso don’t usually die instantly – they pass out and gradually bleed to death, unless they receive medical assistance. However, the “torso” hit location encompasses the entire torso, including the “vitals” contained within . . . things like the heart, lungs, kidneys, and several major blood vessels. Occasionally, then, a torso hit could mean instant or near-instant death.Whenever an attack that inflicts impaling, piercing, or tight-beam burning damage hits the torso, roll 1d. On a 1, it actually strikes the vitals, with the effects stated on p. B399. On a 2-6, the results depend on whether you use Bleeding (p. B420) – which is optional – in your game.If you don’t use Bleeding, injury can’t exceed twice the target’s HP. Any excess is lost.If you do use Bleeding, injury can’t exceed the target’s HP. Any excess is lost but still counts when determining the HT penalty for bleeding rolls.Do the same for a groin wound – but don’t bother checking for a vitals hit!Overpenetration (p. B408) is unaffected. A body used as cover blocks as much damage as it has HP.