Rules

World of Imarel Channel Rules - by T.A. Saunders © Revised 5.6.15

Section Three: Deciding Damage

This dice system has been designed to decide how hits land and how certain skills and abilities work. It is a flaw of a fully free-form system that players will sometimes not take a hit no matter what happens and attempt to shrug off everything they're hit with. In respect to damage, it is generally left to the GM how hard something hits a character, including the types and sorts of wounds and the player is given the opportunity to play whatever their character's reaction to that damage is, without the arbitration of dice. This helps keep some of the free-form spirit in the combat, without weighing down the GM with more dice to roll to figure out the damage.

The exception to this is Catastrophic Damage. In certain situations, there is simply no way for a character to survive if they encounter a no way out scenario. This could be anything from a building falling on the character, being plunged into lava, or dumped off the side of a moving airship.

When deciding Catastrophic Damage, all characters are given a base 3% to survive. As with other ability checks this can be modified to suit a situation if the GM chooses. If the character makes the role, they survive out of some miracle of events, though they will invariably be severely injured and require immediate medical attention. A character could still die even if they make this roll, if aforementioned medical attention is not forthcoming. Those who fail this roll are slain and can be resurrected normally.