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Hit Threshold

In combat, every attack is a gamble – a menacing swipe of a skeletal hand, the flash of a cultist's blade. Your Hit Threshold (HT) is the thin line separating you from becoming just another corpse.

Calculating Your Hit Threshold

Your initial HT is calculated by adding your Dexterity modifier to a base of 10, and then factoring in any additional bonuses from traits, armor, or other equipment.

Formula

HT = 10 + Dexterity Modifier + Bonuses (from armor, traits, etc.)

Armor and Equipment

Armor and equipment play a crucial role in determining your HT. Different types of armor provide varying levels of protection and additional bonuses. However, armor can also have resistances to specific damage types and penalties that affect your mobility.

Armor Bonuses

  • Light Armor: Provides a smaller bonus to HT but allows for greater mobility.
  • Medium Armor: Offers a moderate bonus to HT without overly restricting movement.
  • Heavy Armor: Grants significant protection, adding a large bonus to HT but may reduce Dexterity or impose movement penalties.

Resistances

Some armors come with intrinsic resistances to particular types of damage. If a Hunter is wearing armor resistant to the type of attack they’re hit with, they’ll only take half the usual damage. This resistance can be the difference between survival and defeat.

Penalties

Heavy or cumbersome armor can hinder a Hunter’s mobility, reducing their movement range. The trade-off between protection and speed is an important consideration when selecting armor.

Example Calculations

Let's break down how to calculate a character's HT with examples:

Example 1: A Hunter with a Dexterity modifier of +2 and wearing light armor that provides a +1 bonus.

  • Base HT: 10
  • Dexterity Modifier: +2
  • Armor Bonus: +1
  • Total HT: 10 + 2 + 1 = 13

Example 2: A Hunter with a Dexterity modifier of +3, a trait that adds +1 to HT, and wearing medium armor that provides a +2 bonus.

  • Base HT: 10
  • Dexterity Modifier: +3
  • Trait Bonus: +1
  • Armor Bonus: +2
  • Total HT: 10 + 3 + 1 + 2 = 16

Example 3: A Hunter with a Dexterity modifier of +1, a magical ring that adds +2 to HT, and wearing heavy armor that provides a +4 bonus.

  • Base HT: 10
  • Dexterity Modifier: +1
  • Magic Item Bonus: +2
  • Armor Bonus: +4
  • Total HT: 10 + 1 + 2 + 4 = 17

Adjusting Your Hit Threshold

Remember, your HT is not static. It can change during your adventures if your Dexterity modifier changes or if you gain or lose equipment or traits that affect your HT.

Example

Overseer: "Amy, the horror lurches towards you, its tentacles glistening with foul-smelling slime."

Amy: "Ugh, not the slime. My HT is 14, plus I have that helmet on for an extra 2. Let's see if it's enough..."

Overseer: rolls dice "The horror swipes at you, but you manage to dodge just in time. You think you heard a loud clang as it bounced off your helmet."

David: "Amy, don’t just stand there gloating! Keep that thing busy while John and I try to find its weakness."

Amy: "Wait, I was planning on making a break for it. Thought you and John had this covered..."

David: "There's no time for arguing! Get busy making faces at it!"

By understanding and calculating your HT accurately, you can better prepare for the dangers that lurk in the world of Obscured.