The rules system I prefer (Top Secret/SI) has 3 types of damage: constitutition damage, for things like poison, bruise damage for things like punchinng, kicking and blunt weapons and wound damage for penetrating and slicing damage.
For example, a typical character has 5 hit points per area- head, left or right chest, abdomen, left/right arm, left/right hand and left/right leg. A baseball bat does 1-6 points wound damage, a 9mmP does 1-6 wound damage.
Hand to hand is determined by the character's skill check roll. The system uses percentile die to determine success/fail. It also gives a hit location and damage for weaponless hand to hand. If a character rolls a 40% in boxing, the "tens" die gives the amount of bruise damage (4 points) in the head (area 0= head). 4 points is lower than the character's total for that area, so he keeps on fighting. If it was 5 or more bruise points to the head, it would be a KO. At twice the amount of hit points, he'd have a cracked skull.
Wound damage supercedes bruise damage. If the character above got out of the fight with 4 bruise points to the head (call it a black eye for fun) and gets into a firefight later and takes 3 points from a firearm (wound damage) the character would have 3 points wound damage and 1 point bruise damage.
Maybe that would help, keep seperate track of wound and bruise damage for the T2K character. Maybe come up with a weaponless combat system with better damage potential.
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Just because I'm on the side of angels doesn't mean I am one.
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