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In need of clarification : Wound and synthmorph.

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Heptdor Heptdor's picture
In need of clarification : Wound and synthmorph.
EP p143, it's wrote : "Pain Filter. Synthmorphs can filter out their pain receptors, so that they are unhampered by wounds or physical damage. This allows them to ignore the –10 modifier from 1 wound". This means they ignore one and only one malus or all malus linked to different wounds.
To infinity... and beyond. Famous last words of a dummy gatecrasher. [size=8]English isn't my native language, so sorry if i make mistakes.[/size]
ORCACommander ORCACommander's picture
you ignore the first wound
you ignore the first wound and for the purposes of tracking penalties start tracking from wound 2 treating it as wound 1.
DivineWrath DivineWrath's picture
It makes sense that pain
It makes sense that pain filters treats 2 wounds as 1 wound. A synthmorph might be able to ignore pain, but that doesn't make a broken limb any more functional. Sure the lack of pain might allow you to focus better, but your body isn't going to magically function better. Also the rules says that it handles damage wounds as an abstract concept. So the rules does not require that the GM to look at a chart (or decide on the spot) to determine the effects. It only requires that a character has significant damage, that makes it difficult to do things, so the character suffers penalties. The effects of wounds are cumulative as are the effects that negate those penalties. However, this doesn't prevent the GM from handling things differently. The book says that GMs can describe the wounds in a more detailed and grizzly manner, such as a crushed hand or a severed tendon. This leaves the door open to assign different penalties to reflect the specific wounds. This might also leave open how to fix a problem. If a character is leaving a trail of blood, could applying duct tape prevent the leaking?
jKaiser jKaiser's picture
On a light note, if you need
On a light note, if you need ideas, I strongly recommend homebrewing in a system to use the Dark Heresy critical tables. They are delightfully horrific. I get the impression that most synthmorphs have limited tactile senses. Despite the art, I assume most have a layer of material that functions as a simple skin-like sensory covering over the metal and polymers, but only the hands really come close to biomorph sensitivity. It really makes no sense that such advanced machines wouldn't have a feedback system to indicate when they're damaged. The difference is that "pain" isn't as distracting as it is in a biomorph. You take a bullet to the arm and you know you got hit, but you need to pay attention to the HUD readouts to get the full scope of it beyond even looking down and seeing the damage. In a firefight, it means you don't end up clutching a wound in agony and wind up with five more bullets for your trouble, but at the same time keeping stock of your integrity is a much more active thing.