Combat/Coloboverse

Combat in coloboverse is handed out in several variables such as weather, general condition of the player, the strategy they use and their traits. The purpose of this page is to, hand out these variables and sets of items that affect their combat effectiveness.
Before we start we should consider that a sucess occurs when rolling 51 and above (along with the positive and negative variables that colobo seems fit)
Health
All living things have a health pool that states whenever they are alive or dead, death is a position that can be achieved when a health pool reaches 0, players and NPCs have different health pools, as to reflect different backgrounds, abilities, etc. Consciousnes is handled via a 1dA roll, A being the health of a character plus 1, for example, a player character being hit by a blunt object in the head who is healthy has to roll 1d21 the "versus" roll would be Colobo's roll, who would have to roll for the NPC a 1d3 plus the nature of the weapon and strike (So basically, 1d3 + The weapon bonus - Armor used by the player)
Players
Every player character has a base amount of 20, this health pool can be "expanded" with the use of armor and traits, the later being achievable with traits handed out by Colobo. Players who have their healthpool below 10 get tired which affects their combat and interactive capabilities, making their rolls -10 less efficient, when a player reaches to 1 health, they begin to reach death's door, an unstable state where players will lose fade in and out of consciousness at random, and making them more likely to fail at actions (but not limited to performing them)
NPCs
Normal people, who will be considered civilians in this page, are given a standard 12 health pool, just like players, their "health" can be augmented by armor. Some NPCs are more resilient than others, such as soldiers, cops or watchmen who usually have a Health pool of 15 to 20 depending on their current status.
Regenerating health/Treating injuries
There are two states in which a player can find themselves in, either they are "Recovering" or "Need of medical attention". When one is recovering, the body will naturally heal all wounds when the player is resting, but if you need medical attention, you will need to treat any issue your body has to naturally heal yourself, for now the only problem would be bleeding, to treat bleeding you can apply almost anything that can apply pressure to your body, however the likelyhood of being effective will be affected in the process.
* Makeshift bandages (such as ripped piece of clothes or sheets) - 1d7 + Stress
* Medical bandages - 1d4 + Stress
* Anything unconventional (paper, courtains) - 1d16 + Stress
First, a normal 1d100 roll is casted, if it ends in a sucess the bandage is applied, afterwards the effectiveness of the bandage will be decided through the reduction of the original 1d100 roll with the result of one of the rolls listed above. If the remaining roll is below 51, the bleeding will be partially stopped, however a further effort needs to be made to completely stop a bleeding (it will not consume a bandage, but just an action)
Weapons
Weapons are divided in the type of damage that they deal to living things, such as blunt, cutting, or projectile based damage.
Blunt weapons
Usually these weapons use gravity to deal damage, meaning that the weight and force of the impact will influence the outcome of the attack, a general rule of thumb to identify how strong would a blunt weapon be is by checking their weight.
Cutting weapons
Unlike blunt weapons, these base their force around the creation of cuts and stabs, cuts being more oriented towards crippling your oponent, and stabs being more forceful and damaging at the drawback of being exposed to other attacks. Cutting weapons are usually more flexible and can fit the playstyle of players who prefer a close range surprise such as a knife, or a strong, wielded attack such as an axe.
Projectile based weapons
They are more focused in the firing of projectiles that penetrate living things, usually in the form of bullets, the main variables of a gun are; caliber, weight and longetivity of the barrel, while all guns are lethal, some are more effective agaisn't armored targets or more effective in CQC combat, meaning that players have to prepare squad roles for each encounter.
Armor