DSS uses a somewhat more complex wound system than other RPGs, taking advantage of the computerized nature of MUSHes. Each time you take damage, the system records how, who, and when damage was inflicted. Damage works on two levels: stun and wound points. Stun damage dissipates rapidly and often leaves no permanent side effects, while wound damage leaves physical injuries that often take time to heal. Should a player's stun and wound point total exceed the player's wound capacity, they are rendered unconscious. However, if a player's wound point total exceeds the player's wound capacity, they are rendered dead. Different kinds of weapons inflict different kinds of damage. One nice side effect is that unarmed combat is usually not lethal.
Bear in mind, your wounds affect your skills as well.
The amount of damage that you've taken, as a percentage of your total health, is applied as an equal penalty to your skills. So for instance, if you have 40 strength and you have taken 10 wound points (25% of your constitution), your skills will also be reduced by 25% of their normal (adjusted) level. What this means is as you continue to take damage, you become less and less effective at performing tasks (including shooting and dodging!).
|About DSS • Combat • Functions • Index / Traits : Experience Points • Attributes • Skills • List Skills • Feats • Languages • Health|