Mechanics
Tests
In RIP, there is no defined tests. GM must use his own
judgment to make all decisions, and may roll one or more die to help
in the decision. A simple general rule is a good one:
Thus, if checking if a guard will see a PC, GM may choose to roll two
d6, and if they are very low, maybe the guard notices the player
character...
In general, common judgment is the most important factor. Always
reference situation to similar thing or situation in real-life or
in book or movie. Not all decisions must be completely realistic and
equal, the most important thing is flexible, fast and smooth gaming.
This is a game where no common things are tested.
Challenges
When two or more creatures challenge against each other, a skill or
attribute level difference usually tells the results, unless someone
somehow changes the situation. The GM may roll die or two for some odd
random events.
In any case, the most determining factor is the description given by
the players of their characters' actions.
In melee combat, main factors come from weapons used, skill of
the combatants and locations of the combat.
In ranged combat, use situation. In most cases, it is quite
hard to hit someone moving, especially if the firer is moving, too.
Damage
RIP is a cinematic RPG system. That does not mean that you must expand
it too much to damage system nor that creatures cannot die... they do,
very easily. Here are some guidelines to handle damage, quite
realistically.
Penetration and Ballistic Protection
If an attack is concentrated on a very small area, it has
penetration to represents its ability to pass through objects
like armor before hitting its target.
Likewise, an armor or other object may have ballistic
protection, shortly as BP. This value tells how concentrated hits
the armor can still stop by expanding the force around larger area.
- If the attack has penetration larger than BP, attack usually
passes through. Some strength might be lost in the process.
- If the attack has less penetration than BP, it cannot penetrate
the armor. The impact strength is divided upon a larger area.
- If the attack penetration is equal to BP, the attack might
sometimes go through.
Attack Strength and Padding
Each attack has some strength behind it. This strength determines how
extensive the damage is. If attack is concentrated on very small area,
and possible armor is penetrated, damage is usually very
dangerous. Otherwise, the damage is spread and causes broken bones,
internal bleed and similar things. This kind of damage is usually
called
concussion damage.
Against concussion damage, armor or creature may have
padding. This padding is directly reduced from the general
attack strength, unless the armor is penetrated.
Damage Effects
Here is details of typical attacks and their effects, depending if the
armor was penetrated or not.
Bullets
Bullet penetration and damage is dependent on two things:
- Bullet speed, shape and material determines the penetration.
In general, normal pistol bullets have penetration 1, rifle slugs 2.
Add +1 for armor-piercing ammunition.
- The basic attack strength is, as usually, determined by the
kinetic energy in the shot (i.e. velocity^2 x weight/2). A medium pistol
might have strength 3 while rifle slug 6.
If the bullet fails to penetrate armor, some bruises or broken
ribs may result, especially from more powerful shots. Use attack
strength (see below), reduced by the armor padding.
If the attack penetrates the armor, a shock wave
and expanding bullet usually do massive damage, causing severe blood
loss. A limb hit becomes easily defunctional, a hit to torso causes
dangerous internal bleed fatal in hour or some days, and head hit is
usually immediately fatal or at least causes unconsciousness and death
within day in hospital. Even if the bullet does not expand (armor
piercing), it may penetrate vital organs and cause death in minutes or
hours from internal bleed.
Cutting Attacks
Small power cuts cause long painful strokes and some bleed, unless
protected with some resistant cloth or armor. More powerful strikes
cause concussion damage, if cannot penetrate armor. If able, deep cuts
cause similar damage to bullets (in long terms), and may more easily
cause complete loss of limb or even head.
Concussion
Blast waves, attacks that do not penetrate armor and punches cause
concussion damage. At least it causes simply disorientation, stun or
numbness, but more powerful hits may cause broken bones and internal
bleed, which may prove fatal.
No armor penetration is ever tested with simple concussion
attacks. Just reduce possible padding from attack strength, and
determine effects of the final damage. 2 or more points may snap
little bones or cause internal bleed, while 5 or more points
usually do very extensive damage.
Stabbing, Sharpnels
Stabbing and sharpnel attacks are like bullets, but they do not expand
upon contact, and are thus not so dangerous. Use similar rules than
with AP ammunition.
Burning
Heat and fire cause painful burns in exposed areas. Flesh protected by
cloth is usually quite protected, unless the cloth ignites. Immense
heat causes boiling and similar things even behind armor.
Armor
Armor has three uses:
- It simply covers locations from burning damage and small
scratches. This applies to almost all clothing.
- It might have ballistic protection which is meant to stop
fast-moving objects (like bullets) by expanding the impact into larger
area. See above for rules.
- It may also have padding, which represents the general
padding and impact reducing factor.
Armor values are given as bp/padding. For example, a 2/0 armor has 2
points of ballistic protection (stops all pistol caliber guns, even
armor piercing) but no padding.
Bleed
In addition to structure and tissue damage, wounds cause
bleed,
which results in black-outs, unconsciousness and eventually, death.
- Human has blood about 4-7 liters. If 2 liters are lost,
character dies shortly because brains do not gain enough oxygen.
- Loss of half a liter blood causes severe balance problems
and possible black-out if heavy exercise is performed.
- Loss of one liter causes unconsciousness if severe
exercise is performed. Even a short fast movement may cause
black-out.
These values are only approximations. Characters in good health
(endurance) may have a little higher values, and at least survive
longer or avoid blackout a bit better. The blood is restored at
about 1/4 liter each day if good nutrition is available.
Non-human races might have completely different rules.
Healing
Natural healing is quite slow for more extensive damage, and even
impossible for most severe damage. Even small wounds can prove fatal
unless well treated.
A week or two is required for small cuts to fully close and little
breaks to heal. A month or two is required for more severe breaks.
Good rest and nutrition is essential for healing.
Lost limbs or organs do not regenerate.
These rules are for humans, non-human races might have complete
different healing metabolism.
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- RIP System (c) Kalle Marjola 1997. All rights reserved.