Health

There's two armor systems that go along with it:

Soak which is like the ability to absorb damage. So for example if a bullet only hits you for like 4 total damage (pretty light hit in the system) and you have 4 soak then it does 0 damage. Every character has a base soak level based on their "brawn" but armor adds more.

Defense/Deflect: This makes it more difficult for an enemy to hit you so when they attack they had setback dice (dice that hinder) to their rolls. Usually given by armor.


There's also talents like parry where you take strain damage, which is like mental and physical exhaustion, in exchange for parrying a blow and reducing its damage. Things like that.

Any tabletop health system like pic related?

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I always liked how Tenra Bansho Zero does it, how you have sets of boxes for light, heavy, and critical wounds, and a death box. IIRC, when you run out of one type of boxes, you can either choose to fall unconscious or start checking the next kind of box, which escalates the fight and gives you bonuses, but also means you're in more danger. Checking the DEATH BOX gives you huge bonuses, and is entirely voluntary, but also puts your character at risk of for-real dying.

SilCore was ok

I have TBZ but haven't run it. Seems like a good health system as a mechanic to play with the drama and story of a game without being loosey goosey gay obtusy rule of cool nonsense.

That seems cool but complicated for newbs to get to grips with.

>Cypher system
Its pretty great.

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Spaceships have heavy armor, which means a Tommy Gun will auto-fail at wounding.