Hello everyone.
In an other topic, we were discussing how Ascension is broken and I thought; these characters aren't that hard to kill. Anyway, I then thought about the system I've created in the end of my first ascension game to make them even more realistic. The system is simple; but if what you want in your game are superheroes taking lot of punishment without flinching, that isn't for you.
Basic rules for my wounds system:
-When a character reaches 0 wound, he's dead. No negative critical damages possible.
-Critical damages, when obtained, do not stack.
-Critical damages are obtained this way:
When a character loses a total of more wounds (after the soak given by his TB and armour) than his TB, the excess wounds lost are critical damage. For exemple:
Jonah has 14 wounds, a TB of 4 and a guard flak armour of 4. He suffers a hit of 15 damage. He soaks 8, so loses 7 wounds.
But he loses 3 wounds more thant his TB of 4. In addition to losing 7 wounds, he suffers the result of 3 critical damages (let say impact, in the body location).
In pratice, it makes character with a lot of wounds not impossible to kill. It also transform the use of true grit; instead of giving more "wounds" by dividing by two in the negative wounds, it simpy reduces the impact of a lot of damage, but the character still reaches 0 at the same speed, and when he's 0 wound, he's dead anyways.
So it creates really a "minor damage/critical damage" thing instead of "minor-minor-minor-minor-minor-oh cr*p my hand-**** my head explodes" thing.
Since the critical damages don't stacks, when you suffer another hit (exemple a 16 damage in the leg, this time) the character suffer critical damage again by the maths shown before. In the present example, he suffers a 4 critical damage in the leg. Instead of stacking critical damage and then suffering a one damage hit and seeing your head explodes in a shower of gore.