[b][i]Might be Retconned Out:[/i][/b] [hider=Arms Master Survivability] Made by Senhara: [b]This was approved on Discord by all the GMs, and was my suggestion, and I heavily recommend joining the server if you plan to join.[/b] As a system to improve the survivability of PCs and other Arms Masters, this was come up with. By virtue of being able to wield magic, NA users benefit from the ability to recover from gunshots and the like more effectively than a human, and notably, their bodies heal up faster. This pulls power from their NA, so if you get hit, you live but your powers weaken. So instead of a regular human taking a few rounds to be downed, 1-3 or the like, it'd take more like 4-8 to sustain for C class NA users before they'd be totally unable to use their powers and would need medical attention, with the more powerful NAs being able to withstand more. While Arms Masters are still under their cap for how much abuse they can take, if a "critical" hit occurs, say a shot through the heart or the skull occurs, they're incapacitated but all resources immediately go to fixing them up. The result of this is they're out for the fight, unconscious, but they're still alive. If they proceed to get shot more and do not receive medical attention or are over their capacity for how much damage they can take and receive a critical hit, they would instead die. [b]Addenum by Lewascan2 with edits by me:[/b] Note that logically, Defensive/Survival/Healing powers take priority over the survival system. If it's a question of a hit 'counting' or not, the hit to the Arms Master's 'survival stacks' is not expended (or may even be reversed/restored) if their power/an incoming power has some method of negating/delaying/mitigating/repairing the damage. Basically, specific powers can defend against or heal an Arms Master or make them endure stuff. If you don't have specific defensive powers, though... Well, this is a world of tradeoffs. [/hider]