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	<title>Unknown Armies:Exotic Damage - Revision history</title>
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		<id>https://www.lapsedatheist.com/wiki/index.php?title=Unknown_Armies:Exotic_Damage&amp;diff=2277&amp;oldid=prev</id>
		<title>Admin at 02:28, 12 September 2006</title>
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		<updated>2006-09-12T02:28:40Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;You can die in all kinds of terrible ways.  Here are a few examples.&lt;br /&gt;
&lt;br /&gt;
==Pointblanking==&lt;br /&gt;
Pointblanking is trying to kill an immobile, helpless target in close proximity. This&lt;br /&gt;
doesn’t mean an ambush. This means cutting the throat of a guy tightly bound to a&lt;br /&gt;
chair, or shooting a sleeping person in the face.&lt;br /&gt;
&lt;br /&gt;
So your target is helpless. It’s up to you to decide if he or she lives or dies.&lt;br /&gt;
&lt;br /&gt;
This is a dramatic moment, so don’t try to gloss it over. The consequences of your&lt;br /&gt;
decision are likely to be severe, no matter how you decide. The decision to snuff out a&lt;br /&gt;
human life in a cold and calculated fashion—not in combat, not by “accident,” not in a&lt;br /&gt;
rage of anger or fear—is one of the most important ones you may face. Choose carefully.&lt;br /&gt;
&lt;br /&gt;
If you decide to murder someone, then, here’s how you do it. Roll the appropriate&lt;br /&gt;
skill. If it’s martial arts and you fail, you do the damage you rolled, firearms-style. If it’s&lt;br /&gt;
firearms and you fail, your weapon does the maximum damage for its caliber.&lt;br /&gt;
&lt;br /&gt;
If you succeed with either roll, the defenseless victim is dead. Lights out.&lt;br /&gt;
&lt;br /&gt;
That’s not it for you, though. Deliberately trying to kill a helpless target is a rank-7&lt;br /&gt;
Violence check. Your GM may assign other checks as well; after all, if you generally&lt;br /&gt;
think of yourself as a friendly, forgiving guy, or a law-abiding straight arrow, such a&lt;br /&gt;
deed may well merit a Self check. On the other hand, if you fail to kill your target then&lt;br /&gt;
you may have to face a Helplessness or Unnatural check (the latter if some sort of&lt;br /&gt;
magick saved the target).&lt;br /&gt;
&lt;br /&gt;
==Drowning==&lt;br /&gt;
In a crisis, you can hold your breath for a number of seconds equal to your Body score.&lt;br /&gt;
After that, you have to breathe or pass out. If you breathe in (or pass out) underwater,&lt;br /&gt;
you’re out of the fight and drown unless someone drags you out and performs CPR.&lt;br /&gt;
(GMs may make characters who’ve been saved roll their Body or under to have the CPR&lt;br /&gt;
work.) An average Body 50 victim can stay alive for fifty seconds, so it takes about&lt;br /&gt;
sixteen rounds to drown. Not drowning means doing your best to stay above water,&lt;br /&gt;
either with the Swim skill or (if you don’t know how to swim) a General Athletics&lt;br /&gt;
check. Each success gets you a breath of air, and the breath-holding clock is restarted.&lt;br /&gt;
&lt;br /&gt;
==Strangling==&lt;br /&gt;
There are two ways to choke someone: cut off air to the windpipe (the standard,&lt;br /&gt;
untrained strangle) or cut off blood to the brain. For the windpipe choke, just use the&lt;br /&gt;
drowning rules. This goes for untrained neck grabbing, smothering with pillows, plastic&lt;br /&gt;
bags over the head, and other forms of smothering. An average Body 50 victim can stay&lt;br /&gt;
alive for fifty seconds, so it takes about sixteen rounds to strangle him to death. For the&lt;br /&gt;
blood choke, make a successful attack with a minimum roll of 20. Maintain this for three&lt;br /&gt;
more rounds and the target passes out. Two more rounds and the target dies. This&lt;br /&gt;
qualifies as pointblanking for Madness purposes. A blood choke requires you to put a&lt;br /&gt;
rope or scarf or other long, thin object around someone’s throat, twist it once in the&lt;br /&gt;
back, and pull real tight. It works very fast.&lt;br /&gt;
&lt;br /&gt;
To break a choke that’s on you, you can make one Dodge or Struggle attempt each&lt;br /&gt;
round, your choice. If you succeed, you break free. Whether you succeed or fail,&lt;br /&gt;
however, that attempt is the only action you can take this round.&lt;br /&gt;
&lt;br /&gt;
==Car Wrecks==&lt;br /&gt;
The GM rolls one die for each 10mph the car was going, and arbitrarily assembles a&lt;br /&gt;
number out of any two of the dice rolled based on factors such as seatbelts, air bags, the&lt;br /&gt;
type of car, and so on. If a car hits something at 50mph, the GM rolls five dice and picks&lt;br /&gt;
any two to build a two-digit number from. Different occupants in the car can receive&lt;br /&gt;
different combinations of damage numbers if the GM feels it is appropriate.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if two cars hit head-on, you combine their speeds. Two cars going&lt;br /&gt;
at 40 that do a head-on yield eight dice of damage to the occupants.&lt;br /&gt;
&lt;br /&gt;
Is your character wearing her seatbelt? Unless you stated so earlier, you need to&lt;br /&gt;
make a Mind check: if you succeed, you have your seatbelt on.&lt;br /&gt;
&lt;br /&gt;
==Falling==&lt;br /&gt;
The GM rolls one die per ten feet fallen, adding the dice together. If it’s a controlled,&lt;br /&gt;
deliberate fall, drop the highest die. (So if you carefully jump down 10 feet, you take no&lt;br /&gt;
damage. If you’re shoved out of a first-story window, you take full damage because you&lt;br /&gt;
aren’t in control of the fall.)&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
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