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Old 09-07-2010, 07:18 AM   #5
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Blunt Trauma and Skulls

Quote:
Originally Posted by jacobmuller View Post
This is probably another of my dumb questions but the answer ain't popped into my head yet (oh, found half of it on a re-read:)
Target falls onto his skull. His helmet is DR16 and he suffers 15 damage from the fall. That's 3 points of Blunt Trauma. His innate skull DR stops 2 points. Am I wrong to apply the Brain injury wound multiplier to the remaining damage? (B399 "Exception: None of these effects apply to toxic damage.")

If he has an armoured skull, DR16, that would be innate DR and block all damage, yes?
Pertinent quote:

Falls and Armor: All armor, flexible or not (but not innate DR), counts as
“flexible” for the purpose of calculating blunt trauma from falling damage.
Thus, even if the victim has enough armor DR to stop the falling damage,
he suffers 1 HP of injury per 5 points of falling damage. See Flexible Armor
and Blunt Trauma (p. 379).


So, to answer your question - you applied the correct rules, and the fact that the person took 15 points of damage, stopped by DR 16, will result in 3 points blunt trauma, for which 2 will be stopped by the skull's innate DR of 2, leaving a total of 1 point that gets through. Damage to the skull is multiplied by a x4 modifier unless it is toxic damage, which collision damage is not. So, net result, is 4 points of damage when all is said and done.
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