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The following is an ease-of-access list for the diverging new wound levels, as well as the usual 'modus operandi" for GMs when playing enemies that have that wound level. This is meant to speed up gameplay, particularly in no critical parts where just a few enemies are meant more so for flavor. Of course, the stats of the characters remain.. A Pest could easily have a high static dodge and soak while a Boss could have a low damage and soak. It is very important to make these considerations when playing this game, as well as for what part of the game they are in.

Pests Edit

Pests are the smallest unit of enemy. They operate with one simple wound level. If you make it past their soak, they're dead. They're often in groups of at least three, possibly more, and one roll controls the actions of all its members, regardless of how many there is. Because of this mega roll, however, they get a -1 on initiative for each enemy they have, that being -1 for 1 enemy, -2 for two enemies, etc. These negative also count if these pests try to 'group attack' one player. So the mega-attack roll and its damage roll would get -1, -2, -3, etc.

Grunts Edit

Grunts are the second smallest. Like Pests, one set of dice can be rolled and control the actions of the whole group to limit the number of dice rolls. Also like Pests, they get a -1 to initiative and group attacks for each enemy they have. However, grunts are often in smaller groups though and should probably never exceed five unless the story calls for it. Unlike Pests, however, they have four wound levels. Here's the following levels:

Wound Level Dmg Total* ≥ Res Total by: Effects
Unharmed 0 or less The character remains uneffected
Hurt 01 - 03 -1D6 to all actions until healed
Wounded 04 - 08 -2D6 to all actions until healed
Mortally Wounded 09 - 12 The character is near death and knocked unconscious with no chance to keep up. Roll the character’s Might+Stamina each round, the character finally dies if the roll is less than the number of minutes he’s been at this level.
Dead 12+ The character has perished.

Lieutenants Edit

Lieutenants (LTs for short) have the second largest wound levels. They also operate independently, not only from grunts and pests, but from other LTs. That means an LT is either rolled separately from any Pests or Grunts. They also have the "original" amount of wound levels a la Mini Six, as expressed below:

Wound Level Dmg Total* ≥ Res Total by: Effects
Unharmed 0 or Less Nothing happens.
Stunned 1 - 3 -1D6 for all remaining actions this round and next round
Wounded 4 - 8 -1D6 to all actions until healed
Severely Wounded** 4 - 8 -2D6 to all actions until healed
Incapacited 9 - 12 As a free action before losing consciousness, the character may try to stay up with a Moderate (15) stamina roll. If successful, he may continue to act, but with a -3D6 penalty. If he fails, he is knocked out for 10D6 minutes.
Mortally Wounded 13 - 15 The character is near death and knocked unconscious with no chance to keep up. Roll the character’s MGT each round, the character finally dies if the roll is less than the number of minutes he’s been at this level.
Dead 16+ The character has perished.

Players and Bosses Edit

This is the wound levels for players and "bosses" in the game. Players obviously control themselves while Bosses operate independently from LTs, Grunts, and others. Often, a Boss will either operate alone, with one LT, or with many Pests--never with grunts, or more than one LT. For GMs, be sure to keep your bosses few and far between, especially if you're playing this online. Players, of course, have these wound levels out the gate, regardless of MGT and such.

Wound Level Dmg Total* ≥ Res Total by: Effects
Unharmed 0 or Less
Stunned 1 - 3 -1 for all remaining actions this round and next round
Hurt** 1 - 3 -2 for all remaining actions this round and next round
Wounded 4 - 8 -2 to all actions until healed
Severely Wounded** 4 - 8 -1D6 to all actions until healed
Crippled 9 - 12 -2D6 to all actions until healed
Incapacitated** 9 - 12 As a free action before losing consciousness, the character may try to stay up with a Moderate (15) stamina roll. If successful, he may continue to act, but with a -3D6 penalty. If he fails, he is knocked out for 10D6 minutes.
Mortally Wounded 13 - 15 The character is near death and knocked unconscious with no chance to keep up. Roll the character’s MGT each round, the character finally dies if the roll is less than the number of minutes he’s been at this level.
Dead 16+ The character has perished

Notes:

  • *Any additional damage less than or equal to the character’s current level moves him up by one level.
  • **A character is moves up to the next wound level if the result is between the numbers of their current wound level and he already have that current wound level.