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THE HITBOX SYSTEM I USUALLY USE.

OCCASIONALLY I ALSO ROLL A DIE FOR CRITS IF I FEEL LIKE IT.

Head (3x):

  • Forehead (2x)
    • Brain (5x)
  • Face (3x)
    • Eyes (4x)
    • Nose (2.5x)
    • Mouth (2x)
    • Jaw (2.5x)
      • Jaw Hinge (3.25x)
    • Chin (3x)
    • Temple (4x)
  • Back of the head (2.5x)
  • Ears (1.5x)

Torso (1x):

  • Neck (2x)
    • Throat (3x)
    • Carotid (4x)
  • Chest (1x)
    • Heart (3.5x)
    • Lungs (2.5x)
    • Ribs (1.75x)
  • Abdomen (1.25x)
    • Stomach (2x)
    • Liver (3x)
    • Kidneys (2.5x)
    • Bladder (3x)
  • Back (1x)
    • Spinal cord (3x)
    • Tailbone (2.5x)
    • Shoulders (0.75x)
    • Clavicle (2.5x)

Limbs:

  • Arms (0.8x)
  • Upper arm (0.9x)
  • Forearm (0.9x)
  • Hand (0.6x)
    • Fingers (0.25x)
  • Legs (0.75x)
    • Groin (3x)
    • Thighs (0.75x)
    • Ankles (2x)
    • Calves (0.5x)
      • Shins (1.5x)
    • Feet (0.5x)
      • Toes (0.25x)

For example, let’s assume someone with a moderate level Brute rating is attacked by a wolf, clawed on the chest.

This person has an HP of 500.

Let’s treat a wolf clawing you like a low-medium-strength attack.

I’ll put it at a damage magnitude of 50 HP.

The general chest is a non-critical area, so it has a modifier of 1x, meaning the base damage is not altered by the location of the hit. Let’s say the cape has a 50% resistance to slashing damage, meaning he takes slightly less damage from this type of attack.

Taking these factors into account, the total damage would be calculated as follows:

Base damage = 50 HP

Location modifier = 1x

Damage resistance = 0.5%

Total damage = Base damage * Location modifier * (1 - Damage resistance)

Total damage = 50 HP * 1 * (1 - 0.5) = 25 HP damage magnitute

So a slash to the chest from a wolf's claws would cause about 25 HP of damage to a cape with a total of 500 HP and 50% resistance to slashing damage.

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