Revised Combat and Injury Suggestions

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Revised Combat and Injury Suggestions

Postby Fetch » Tue Mar 18, 2014 10:53 pm

was just thinking some about combat without HP (by any other name) and thought I'd post up here in the hopes that Bryce would consider it. This would still be working with the rounds-based combat we know and love, including the act-move-act and reverse initiative options.

Hacking, slashing, and general fighting are all attacks. Attacks describe most actions that occur during the chaos of combat. Other, similar, actions such as a beheading don't involve the madness of the battlefield and so are not resolved as attacks.
Dice Pool: Various - Defense, see below
Action: Instant
Dramatic Failure: Bad Stuff Happens!
Failure: Nothing Happens.
Success: With any success a character can inflict either a Tilt or Cosmetic Wound. If the character gains Successes at least equal to the targets Stamina they inflict a Tilt or Bashing Wound instead.
Exceptional Success: The character can inflict a Tilt and a Cosmetic/Bashing Wound (based on Stamina). If the character choses to only inflict a Wound they may immediately apply one Feature to the Wound. If the character choses to only inflict a Tilt they get +3 to their Initiative next round.
Suggested Modifiers
-2/-4 Medium/Long range
-1 to -4 Darkness, total darkness = Blinded Tilt

Test Pool
For the most part these are the standard attack pools of Strength/Dexterity + Combat Skill. Variant pools could be used for specific actions. For example a Wits + Combat Skill pool could be used to gain the Aim Tilt but not to deal a Wound. Manipulation + Combat Skill isn't going to physically harm anybody but the faint could apply the Off Balance Tilt.

If a character has open Wounds equal to their Stamina they are said to be going into shock. A character in this state must make a Reflexive Shock test before each action they take.
Test Pool: Stamina + Composure
Action: Reflexive
Dramatic Failure: Bad things happen!
Failure: The character receives the Incapacitated Tilt until their Wounds have closed.
Success: The character is able to remain active until their next action.
Exceptional Success: The character dose not need to test for Shock again until/unless they receive another open Wound.
Suggested Modifiers
-1 per open Wound past the character's Stamina

Tilts are strictly short term conditions, often things that can be resolved with an Instant or even Movement Action. Tilts can come about as a result of combatants attacks or from the circumstance of combat. Unless a tilt has Restrictions it can be assumed to be inflictable with any attack, under normal circumstances.

A character knocked to the ground takes suffers -2 to their all attacks and Defense. The attack penalty can be ignored on a successfully Aimed attack. Prone characters get 2 points of cover vs ranged attacks and take half damage from most explosions. Characters can throw themselves prone Reflexively and often chose to do so in the face of explosives or snipers.
Clearing: An Instant Action allows one to stand while a Movement Action can allow one to come to crouching or from crouching to standing. Crouching gets half the bonuses and penalties of prone.

A shove pushes a character up to 1 meter per success. Generally this only inconveniences the subject but if they are pushed over a ledge they may need a reflexive Dexterity + Athletics - remaining distance test to avoid falling.
Clearing: Shoves don't really need to be cleared.

A character that successfully aims gets a bonus to their next attack against the same target equal to the successes rolled. If a character Aims multiple times in a row they get a 9-again along with the bonus after the second successful aim action. This turns into a 8-again with a third Aiming tilt.
Clearing: This bonus is lost once used or if the character is forced to change focus, such as to attack a different target or swap weapons.
* Note: This can make aiming actually useful, especially against high Stamina targets and gives strong incentive for 3 round aiming.

By throwing sand or making an eye-jab a character can temporarily blind their opponent. All attacks from a Blinded character suffer -5 and may only be directed against characters who can be clearly heard (you can't snipe while blind). Before each attack the character must roll a chance die. In melee the chance is split between everyone within melee range with the intended target on the highest block. For example a character with 2 potential targets and a sword would hit their intended target on a 6-10 but instead hit the other target on a 1-5. When making ranged attacks each potential target gets 1 number on the die with the intended target on 10 and each nearby target being one lower. A character with 2 potential targets and a gun would hit their intended target on a 10, the other guy on a 9, and nobody at all on a 1-8.
Clearing: A character that is temporarily blind can generally clear the blood/sand/whatever from their eyes with an Instant action. A character that cannot clear their eyes (such as one that is permanently blind) can spend an Instant action to make a perception test. Each success on this perception test reduces the attack penalty from Blinded by 1 and gives +1 to the chance die when seeing which target they hit.

Restriction: This Tilt comes from positioning rather than attacks.
When making a ranged attack anyone within melee range of the intended target is at risk of taking the bullet/spear instead of in addition to the target. Any failure results in a chance die counting nearby targets starting at 1 to see if one of them gets hit instead. For example if a sniper misses but two other people are standing near the target then a chance die result of 1 or 2 indicates one of those people is hit instead while a 3-10 means the bullet flies clear. On a successful attack the first character in the line of attack takes full effect while each target behind in the line takes reduced effect. So if a target has a hostage being used as a human shield the human shield takes the full wound while the target behind the shield takes a wound 1 level lower. Exceptional Successes and Dramatic Failures resolve normally, hitting only the target and doing really bad things respectively.
Clearing: Crowded can be cleared by not standing near people (for the defender) or by taking a -2 for each nearby target you wish to avoid hitting on a Failure/Success (for the attacker).

Restriction: Brawl only
The attacker is able to capture their target in a grapple. Attacks made against others within a grapple use Strength + Skill - highest opposing Strength -1 more for each other opposing Strength. Attacks from inside a grapple on a target outside the grapple use the lower of the Strength or normal Attribute and subtract both the targets Defense and the opposing Strengths from within the grapple.
Clearing: A successful Strength + Brawl test can be used to escape this Tilt. Alternatively a character can leave a grapple reflexively if the others in the grapple are willing to let them go or are Immobilized.

Contest Weapon
Restriction: Using Brawl to grab or parry a bladed weapon generally results in injury.
The character is able to grab (Brawl) or parry (any) their target's weapon. If they grab it neither party can use the weapon until one of them Clears this tilt. If they parry it the targets attack (if any) in the next round suffers a penalty equal to successes on this Tilt.
Clearing: A character uses Strength + Brawl to take the weapon for themselves or reflexively realizes the weapon (grab) or if the successes on this tilt would exceed the target's Dexterity the weapon is thrown out of their hands (parry).

Restriction: Cover generally comes from positioning or a shield rather than attacks.
Cover gives -1/-2/-3 to ranged attacks if it partially/half/mostly covers a target. If a target is under full cover (ie cannot be seen past it at all) any attack would need to go through the cover and subtracts the materials Durability from successes. If the full cover is can be seen through it inflicts a -4 to the attack, if it cannot then the Blinded Tilt applies to hitting target behind the cover (-5, hitting random targets).
Clearing: Repositioning so nothing stands between you and your target is the obvious way to clear Cover. Additionally one can make an Instant perception test to reduce the Cover penalty to your next attack one-for-one.

Restriction: Immobilize is most often applied via restraints (handcuffs, rope) but in a grapple one can hold a target Immobilized.
An Immobilized target loses their Defense and cannot take any physical actions save attempting to break the Immobilize. If they are being held Immobilized in a grapple the one holding them also suffers this Tilt.
One can be partially Immobilized in which case in which case they only suffer the restriction on actions to that body part. Can't throw a punch if you're handcuffed to the table.
Clearing: To clear the Tilt one must break free of whoever or whatever is holding them, generally a Strength + Braw to break bonds/get free or Dexterity + Larceny to untie knots/lock-pick cuffs. Any such test suffers a penalty equal to the successes gotten when Immobilizing. Breaking bonds and larceny work as per normal rolls for such, breaking the grasp of a grappler requires only a single success but is penalized by the Immobilize and the Grapple.

Off Balance
Every Success on Off Balance gives the target a -1 to Initiative, Defense, Speed, and all tests until the end of their next action or the end of the next round, whichever comes first.
Clearing: Baring special powers one must simply weather the Stun.

Restrictions: Surprise generally only comes the first round of combat and is placed on a target by as successful ambush.
A character suffering Surprise dose not roll for initiative this round, cannot apply their Defense to the next incoming attack and loses their next action.
Clearing: Surprise generally cannot be cleared save by waiting it out till next round.

Strike Wound
By striking a Wound or Scar with the Tweaked Feature one can induce large amounts of pain with little new damage. Each success increases the targets Pain by 1. Additional applications of this Strike Wound to the same Wound/Scar simply resets the Tilt to whichever is greater, the new successes or the remaining Pain from the old. If the successes on this Tilt exceed the Extent of the Wound struck that Wound has it's Extent increased by one and is reopened (it gets counted as a fresh wound at the end of the fight).
Clearing: The Pain caused by this Tilt decreases at a rate of 1 per round.

Restrictions: Incapacitated is only normally applied by Shock or the appropriate Wound Feature. Some drugs or supernatural powers may also apply this Tilt.
A character that is Incapacitated can take no action nor apply Defense. They may be passed out or simply so out of touch with their surroundings they cannot respond to stimuli.
Clearing: Generally Incapacitated can be cleared when the condition that caused it is resolved. Closing Wounds in the case of Shock, for example.

Wounds and Scars
Tilts are fine and well but sometimes you really want to hurt somebody. Wounds are damage to the body from beating, cutting, burning, and the like. Baring supernatural powers the human body cannot truly regenerate and every time a Wound heals there is a chance it dose so imperfectly. These lasting weaknesses are Scars.

Wounds come in a hierarchy from Cosmetic (1) -> Bashing (2) -> Lethal (3) -> Aggravated (4) -> Coma(5). Each level of Wounds has a Severity rating, Healing Interval, and Disability effect on the character. These ratings are assuming Wounds from combat or other trauma. Sources of injury such as cancer can apply very different levels of Pain and Disability as they work their way up to killing you. Where Wounds refer to Extent they mean the number of successes after however many were needed to hit that level of severity in the Wound. Extent should be recorded for all Wounds, not just those that explicitly reference them, because it is used to determine both any Features the Wound has and the target number for healing.

Example: Our attacker gets 4 successes punching their Stamina 3 target. Because they beat the target's Stamina they are dealing a Bashing Wound with 2 Extent.

Wounds and Dramatic Failures
If a character suffering from one or more Wounds suffers a Dramatic Failure it may make sense for the resulting accident to increase the Extent of their Wound, especially if the Wound was contributing to said failure. Increase in Extent can add Features to the Wound and even reopen the Wound, as appropriate.

Cosmetic Wounds
Cosmetic Wounds are scrapes and bruises. They aren't life threatening nor even particularly disabling but they do tend t hurt.
Severity: 1
Healing Interval: 5
Disability: None save in appearance.

Basing Wounds
Bashing Wounds are much more severe but still not life threatening. These typically come from serious fights or bad accidents and typically afflict the limbs.
Severity: 2
Healing Interval: 4
Disability: Bashing Wounds impose a penalty of Extent to tests in a limited area of description or a Skill. A dislocated leg or torn ligament might impose a penalty to "running and moving" or to all Athletics tests.

Lethal Wounds
These Wounds are potentially life threatening and always debilitating. Often Lethal Wounds are the result of serious fights with weapons, car crashes, or falls from a great hight.
Severity: 3
Healing Interval: 3
Disability: Extent is used as a penalty to a broad area action or an Attribute. A grievous wound to the torso might give a penalty to "full body physical tests" or all Strength tests. Alternatively might strait up prevent tests in a redundant area, such as a chopped off hand.

Aggravated Wounds
Aggravated wounds are truly severe injuries from the most deadly sources of mundane or or more often supernatural damage.
Severity: 4
Healing Interval: 2
Disability: Aggravated Wounds strait up prevent actions in a broad category. A broken back can leave one paralyzed, for example.

A character who is too severely beaten, nearly destroyed, drops into a coma or even dies.
Severity: 5
Healing Interval: 1
Disability: Character cannot act.

Wound Features
Every Wound gets a Feature for every Healing Interval Extent it has. As such minor wounds often do not have many, if any, features but more extreme damage is often worse then it at first seems. Features are often assigned at the end of combat/other action when adrenaline dies down and the full extent of one's injuries becomes obvious.

Upgrade upgrades the Severity of a Wound to the next higher Severity. The Extend of the Wound is then reduced by one for every Feature it has. This process is reversed if Upgrade is to be removed (add Extent, remove Upgrade). If a Coma Severity Wound is upgraded the character is dead.

Bleeding Out
All Wounds can get worse in the minutes following their introduction to the body but a Wound that is bleeding out is far more dangerous than most. This could be a slashed artery or hemorrhaging in a particularly vulnerable part of the body such as the brain. This Wound requires 2 successes to close and gains 2 Extent per minute. Particularly deadly Wounds, such as a slashed throat, might take Bleeding Out more than once with each additional instance giving +1 to both the successes needed and Extent per minute.

Extreme Pain
Some Wounds are more painful than others. Each instance of Extreme Pain give the Wound +1 Pain.

Grievous Wound
Dismemberment and other extreme damage may not be able to heal at all without medial aid. A Grievous Wound has an effective minimum scar it will leave behind. The points of the scar still need to be "filled in" during the healing process if possible but no matter how fast and clean the healing the minimum Scar will remain. Grievous Wound cannot be removed by natural Healing altho medical treatment can remove it.

For example if a character has their hand cut off we know they aren't growing it back during the healing process. The "minimum scar" would represent a missing hand, even if the character heals fast enough that they should have no Scar at all.

Slow Healing
Each instance of Slow Healing on a Wound applies a -3 to the Healing test for that Wound. This maxes out at -5 at which point a third application gives the 2-again rule.

Difficult Treatment
Difficult Treatment Wounds are hard to address medically. This functions as per Slow Healing but applies to First Aid and Medical Treatment tests instead.

A Hidden Wound may go unnoticed by medical examination. The Wound applies a -5 to any medical examination attempting to detect it.

This Feature comes only from supernatural sources. A Resistant Wound cannot be healed supernaturally.

Pain and Adrenalin
The sum of a character's Pain acts as a penalty to all actively attempted tests the character makes. Each open Wound gives 2 pain while each closed Wound gives 1. Other sources specify how much pain they inflict.

In times of stress tho a character's adrenalin acts to cut into their pain. During combat and other situations where a character's life is actively threatened the penalty form pain drops by one per round (min 0 penalty). If a character suffers a Wound they immediately gain adrenaline Pain reduction equal to their Stamina. The maximum Pain reduction a character can enjoy from adrenalin is equal to their Stamina + Composure.

This effect only lasts for the duration of the danger and danger means active danger. A character dose not benefit from this bonus walking on a path along the edge of a cliff until they slip near the edge and only retain it while they are still in danger of going over (probably only seconds).

Iron Stamina and pain medications can also be used to reduce pain penalties in a more long term manner.

Bleeding Out
Just because the action stopped doesn't mean a character is out of the woods. Wounds can still endanger them as they bleed and swell.
Test Pool: Stamina + Resolve
Action: Reflexive, Extended (1 test per min, open ended)
Dramatic Failure: Bad things happen!
Failure: As per success but with 0 successes.
Success: For each success the character closes one Wound as it clots, finishes swelling, whatever. This always closes the lowest Severity, lowest Extent Wound(s) first. Then every open Wound gains 1 Extent. If this gives enough Extent for the Wound to pick up another Feature it dose so now.
Exceptional Success: If the character gets five successes beyond their last Wound they may remove one Extent from a Wound.
Suggested Modifiers
-1 per open Wound
-2 if in Shock

Healing and Medical Care
Healing is not a passive process. From simple cuts and bruising to ruptured organs the body works hard to repair damage.

Healing is an Extended Test. Unlike normal Extended Tests there is no limit to the number of tests one can make when healing altho eventually things will work themselves out, one way or the other.
Test Pool: Stamina + Resolve
Action: Extended (1 test per 2 weeks, Special Successes)
Dramatic Failure: The Wound becomes infected or otherwise gets worse.
Failure: No progress is made on healing.
Success: For every Severity Successes one point of Extent is healed, reducing penalties appropriately. If this reduces the Wound's Extent below the number needed for the Features it has one Feature is healed as well.
Exceptional Success: If any test in the series gets and Exceptional Success the next Healing test gets +2.
Suggested Modifiers
+2 Character is taking care of themselves, avoiding stress
-1 per Stamina tests already made
Healing Interval: For every Healing Interval tests that pass the Wound transforms into a Scar by one step. The first step is for one Extent worth of Cosmetic Scar to form. Each additional step increases the Severity of the Scar by one, up to the level of the Wound, increase the Extent of the Scar by one (Bashing+ only), or adds an Injury Feature. If the Scar is at the full Severity of the Wound and all unhealed Extend of a Wound is turned to Scar it is done healing.

First Aid
Before it's possible to treat an injury it is vital that it be made stable so the situation dose not deteriorate further. This is the realm of first aid. This can be as simple as using brute Strength to stop bleeding or more finesse related as one applies ice and bandages to just the right spot.
Test Pool: Dexterity or Strength + Medicine
Action: Extended (1 min per test, open ended)
Dramatic Failure: Bad things happen!
Failure: Your aid is ineffective.
Success: First Aid acts as assistance to the character bleeding out.
Exceptional Success: Extra successes are their own reward.
Suggested Modifiers
-Severity of worst open Wound

Medical Examination
Before one can properly treat an injury they need to understand it. Medical examination allows a doctor to asses their patient's Wounds and general health.
Test Pool: Wits + Medicine
Action: Instant or Extended (minutes per draw, open ended if Extended)
Dramatic Failure: Misdiagnosis
Failure: The doctor is not able to determine the extent of injuries or general health.
Success: An Instant Test allows a doctor to asses a patients current obvious (external) Wounds, determining their Extent and Severity. In an extended test every 5 successes allows the examination of one aspect of the subjects health or one Wound/Scar, including internal Wounds.
Exceptional Success: On an Instant Test the physician is able to establish the Extent and Severity of one internal Wound.

Medical Treatment
Altho most Cosmetic Wounds are left alone more severe injuries are often treated to limit the extent of the damage.
Test Pool: Intelligence + Medicine
Action: Extended (1 test per hour, Severity x Extent Successes)
Dramatic Failure: Bad things happen!
Failure: Nothing happens!
Success: Successful medical treatment has two main effects. Firstly, it can remove Grievous Wounds. If a severed hand is reattached then it may not be lost once healing is done. Secondly, it increases the Healing Interval by one meaning that permanent loss of ability due to Scaring is less likely.
Exceptional Success: The Healing Interval is increased by two.
Suggested Modifiers
-1 per 5 x Healing Interval hours since the injury occurred (caps at -5 but too long and it may be impossible to treat)
-3 removing the Grievous Wound Feature (requires appropriate pieces to be reattached)

Once a patient has had their bones set, their cuts sewn, and any surgery they need their recover can still be aided by someone taking the time to nurse them back to health.
Test Pool: (Presence? Composure?) + Medice
Action: Instant (two weeks)
Dramatic Failure: Bad things!
Failure: The nurse is not able to aid their patient recover.
Success: Successes act as assistance to the patient's Healing test.
Exceptional Success: Extra successes are their own reward.

Scars are like Wounds but permanent. Scars have the same Severity levels (Cosmetic, Bashing, so on) and Disability effects. However the Features Scars can have are applied without considering the Extent of the Scar. Each Feature has a Severity level that limits what Scars can have it. During Healing only Features from the Severity that the Scar currently is an be selected. This means a fully healed Scar can have Features from it's own Severity as well as those below it. Some sample Scar Features are:

Hideous (Cosmetic)
A Hideous Scar acts as Striking Looks: Intimidating / Terrifying / Ugly when it is showing. A scar can have this once or twice for a +/-1 or +/-2 respectively.

Tweaked (Cosmetic)
A Tweaked Scar is prone to pain if one is not careful. The player choses a condition such as going to/is raining, running, or every morning. Whenever that condition is met the character suffers two points of Pain, decreasing by 1 per scene/hour once the condition ends.

Phantom Pain (Bashing)
Phantom Pain ranges from the aches and pains of age to the intense burning of a phantom limb. Phantom Pain means the Scar continues to hurt after it heals with the number of times this feature is taken giving the points of Pain.

Skill Loss (Lethal)
Each instance of Skill Loss removes a dot of one of the character's Skills. A fencer who loses their right hand might find their ability degrading with the inability to use what they once relied upon.

Attribute Loss (Aggravated)
Each instance of Attribute Loss costs the character one dot of an Attribute. A character might wake up from a Coma to find their Strength is less than it used to be, for example.

Weapons universally offer an increase of +1 Severity to any damage dealt. Anything from a beer bottle to a sword is much harder than human flesh and concentrates force such that injuries will be more severe. Additionally weapons generally offer equipment bonuses further enhancing one's ability to inflict harm on those they wish to hurt.

Improvised Weapons
Improvised weapons generally offer 0 to -5 equipment "bonus" but still provide the Severity increase. A kitchen knife or 2 x 4 may not be a great weapon but they still hurt far more than getting punched.

Some items, such as a baseball bat, may not be designed as weapons per say but are balanced such that they server that purpose just as well as their original. They are considered as per the closest equivalent "real weapon."

Clubs consist of anything blunt from carved branches to baseball bats. These generally offer a 0 to +3 bonus, depending on size. Because of their blunted nature a character wielding a club can chose not to inflict the Bleeding Out Feature on their Scars, inflicting injuries that are less likely to kill their victims.

Knives and Swords
Bladed weapons offer better offense than a simple stick or baseball bat. These typically offer +1 to +4 based on a combination of their size and blade. Some exceptionally lightweight (therefor fast) blades such as rapiers can also ignore a point or two of Defense.

Shields and Armor
Shields and Armor offer the Cover Tilt to the character using them. Like with Cover an enemy may chose to/be forced to shoot strait through the cover dealing reduced damage as a result. This can be especially handy with armor which can be hidden under bulky clothing. Melee attackers can strike around a shield or target an an armored body part at a -1 penalty (-2 to do both).

Spears and Staves
Spears, staves, and other pole arms generally offer a +1 to +4 to their attack. Additionally they may offer a +1 to +3 to the users Defense against melee attackers who must get past the great range if they wish to harm the user.

Bows and Thrown Weapons
Thrown weapons often offer a 0 to +3 bonus while bows tend to range around +1 to +4. These weapons give the user the advantage of range altho they suffer the usual range penalties against distant targets.

Guns are incredibly deadly. They offer a +2 to +5 bonus and when used on a target outside melee range ignore Defense entirely. The drawback they suffer is that (excepting special circumstances) they are always used to inflict a Wound. On an exceptional success they can inflict a Tilt as well as a Wound but on normal success the character is forced to chose to deal the Wound.

Nonlethal Weaponry
Nonlethal weaponry is designed not to overly injure it's subject. Some examples, such as rubber bullets, water cannons, or tazers, simply deal damage without upgrading the Severity of Wounds dealt. Others, such as tear gas or mace, may inflict penalties instead of Wounds.

Boffer Weapons
A few crazy people are known to create foam padded and silicon replica weapons. These toys reduce the severity of Wounds dealt by 1 such that most strikes will deal no damage at all.

Combat Skills
Each of the combat skills offer it's own advantages and limitations.

Brawl is the skill used for unarmed combat. It can be used to apply the Grapple Tilt making it invaluable to anyone that wants to shut down an opponent with minimal injury or to pin down a slippery foe that otherwise can dance away from any danger. Most often Brawl attacks are unarmed and so deal base damage but some weapons (brass knuckles) are designed to enhance Brawl based attacks. Additionally a character may chose to use Size 0 weapons with Brawl. In both cases this allows a martial artist to upgrade their damage Severity but the equipment bonus on such weapons rarely goes above +1.

If you're using a weapon of any kind to melee an opponent Weaponry is your Skill. Weapons offer the duel advantages of upgrading the Severity of damage and equipment bonus making Weaponry a good choice when trying to maim or kill a rival.

Athletics covers the realm of thrown weaponry. Thrown weapons have relatively short ranges but improvised examples are often easy to find in any environment.

Firearms covers the use of bows and guns. These weapons offer the longest range and, in the case of guns, highest lethality. Sniping and long range warfare are deadly for anyone catching a bullet and offer a great deal of safety to the shooter when compared with actually getting close to a target.
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Re: Revised Combat and Injury Suggestions

Postby Fetch » Wed Mar 19, 2014 8:22 am

I thought I'd post some examples of how these rules would work in play.

Beat Down
Three punks, Alpha, Fist1, and Fist2, are attacking Victim (Stam 2). They want to generally injure Victim but aren't too coordinated and aren't necessarily trying to kill.
Round 1
Victim tries to run but Fist1 interrupts to make a Brawl attack. Fist1 gets a success and applies the Prone tag preventing the Vicim from running.
Fist2 kicks Victim and garners 2 successes, a Bashing Wound with 1 Extent. Alpha beats on Victim with a baseball bat and gets 3 successes, a Letal Wound with 2 Extent.
Round 2
Victim wants to stand up this round but must first make a Shock test because he has as many open Wounds as Stamina. He fails. Fist1 and Fist2 punch Victim garnering 1 success each for two Cosmetic Wounds. Alpha gets 3 successes and choses to apply the Strike Wound Tilt to the Wound he caused last round. This causes immense pain and, because the successes in the Tilt are greater then the Extent of the Wound, increases the Extent of the Wound by 1, to 3.
Round 3
Feeling like they've done enough the punks wander off.
Victim has 4 Wounds, 2 Cosmetic with Extent 1, 1 Bashing with Extent 1, and a Lethal Wound with Extent 3. The first 3 Wounds do not have enough Extent to warrant any Features but the last has 3 successes matching it's Healing Interval of 3. It needs one Feature and the ST decided that due to the "double tap" it suffered it will be Slow Healing.

Now Victim makes his Bleeding Out tests which receive a -4 for the number of Wounds and a -2 because he's in Shock. Altho he's alive right now without help it's entirely likely that his Wounds may get worse from the swelling or even kill him.

One-shot Kill
How dose one kill with a single attack? In this scenario we have Sniper who is planning to kill Victim. Sniper has a pool of 10 +5 for his gun. Sniper has also practiced the shot enough times to get the Rote Action bonus, as per rehearsal. Victim still has Stamina 2.
Round 1
Victim comes into Sniper's field of fire. Sniper is going to aim and so makes an attack test getting 3 successes.
Round 2
Sniper aims again. They have a pool of 18 this time (10 +5 gun +3 aim) and get 4 successes and 9-again to their next attack.
Round 3
Sniper aims some more. Their pool is now 19 with 9-again and nets them 5 successes and 8-again on their next attack.
Round 4
Sniper takes the shot. Their pool is 20 and has 8-again. Between the 8-again, Rote Action, and a bit of luck they are able to get 9 successes. They apply a Lethal Wound and, because it's an Exceptional Success, they immediately apply Upgrade to the Wound making it Aggravated. As a Lethal Wound it had 7 Extent but one is lost to the Upgrade leaving an Aggravated WOund with 6 Extent.
The ST allows that the unaccounted 4 Extent turn out to be 2 more instances of Upgrade turning the Aggravated Wound into a Coma and then Dead. From the in game perspective the bullet strikes the target and blows their head open in a fraction of a second.

"Friendly" Punching
The past examples were both (potentially) deadly. What about a case where our attacker, Gunnar, doesn't want his victim, Prometheus, to die?
Round 1
Gunnar decides to punch Prometheus and gets 2 successes. Because Prometheus has Stamina 3 this inflicts a Cosmetic Wound of Extent 2.
The Wound is painful but dose not have the Extent to pick up any Features. It probably won't even leave a Scar when healing.

So in conclusion, at the low end this system would leave fights nearly as trivial as they are with HP. Sure, Prometheus takes longer to heal then 15 min but the Cosmetic Wound doesn't really impact him much.

In the medium level fight (Beat Down) things follow a similar flow in the fight itself. People get beat upon until they fall down. However it's much harder to kill someone outright so chances are everyone lives to the end of the fight. After that tho, much like real life, is where the real danger lies. Without first aid a badly beaten combatant is libel to die from their wounds and just beating somebody till they fall down is not something you do unless you're willing to risk their death.

At the highest end of Lethality it's both a little harder and a little easier to one-shot somebody. It's a bit harder to get the successes you need to drop somebody instantly but if you do you don't need to get double that just to hit all the wrap around you'd need to fill somebody with Agg in RAW.
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