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| game_systems:combat:health [2025/11/25 19:32] – [Death and Dying] vondor | game_systems:combat:health [2026/03/13 18:43] (current) – [Wounds] elfinlocks | ||
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| - | ====== | + | ======Injury and Death====== |
| + | ===== Hit Points===== | ||
| + | [Rules text...] | ||
| - | ===== Hit Points ===== | ||
| - | When a character is subject | + | =====Wounds===== |
| + | All characters possess | ||
| - | ===== Resistance ===== | + | Wounds may only be restored through specific means. Unlike Hitpoints, which are typically healed through all kinds of methods such as Cure spells, Wounds may only be restored in following ways: |
| - | Resistances come in a few forms that act to prevent damage from happening or having | + | * **Surgery: |
| - | ====Damage Reduction==== | + | {{tablelayout? |
| - | The most common Resistance is Damage Reduction (DR). Damage Reduction reduces all damage taken by the amount listed. Normally specific kinds of damage ignore Damage Reduction. Example: DR 10/Magic would mean any damage taken is reduced by 10 except for magical damage sources. This means a non-magic weapons would be reduced but a enchanted weapon would overcome the DR. Some special Damage Types or Abilities overcome DR innately, such as Force damage or the Smite ability. | + | ^ Wound ^[[priority:skills: |
| + | | Head | 30 | | ||
| + | | Body | 20 | | ||
| + | | Legs | 15 | | ||
| + | | Arms | 15 | | ||
| - | ====Energy Resistance==== | + | ---- |
| - | Energy Resistance provices flat resistance to specific forms of elemental or aligned energy damage. Example: Fire Resistance 20, would reduce any Fire damage take by 20. (Technically, | + | |
| - | ====Invulnerability==== | + | * **Magic:** [[priority: |
| - | Invulnerability (or Immunity) makes a character entirely immune | + | * **Rest:** Plain old rest is a way to naturally recover Wound damage. For every 8 hours which you rest in bed and do absolutely nothing else, you restore Wounds equal to your Hit Die. |
| - | ====Indestructible==== | + | <WRAP center round info 60%> |
| - | Indestructible is the rarest form of Resistance due to how powerful it is. Often it is not innate to the creature or has some kind of "off switch" | + | Critically, all of these methods |
| + | </ | ||
| + | ---- | ||
| - | ==== Spell Resistance ==== | ||
| + | ===== Non-Lethal Damage ===== | ||
| + | |||
| + | Non-Lethal damage works identically to normal damage against an opponent' | ||
| + | |||
| + | If a creature hits a tally of Non-Lethal damage in their Head or Body equal to their total Wounds in that area, they immediately go [[game_systems: | ||
| + | |||
| + | Non-Lethal damage decreases hourly, at the same rate as a creature' | ||
| + | |||
| + | ---- | ||
| + | |||
| + | |||
| + | ====Resistance==== | ||
| + | <WRAP round box> | ||
| + | Resistances come in a few forms that act to prevent damage from happening or having a full effect. Some of these forms of Resistance include: Damage Reduction, Invulnerability, | ||
| + | </ | ||
| + | ===Damage Reduction=== | ||
| + | <WRAP round box> | ||
| + | The most common Resistance is Damage Reduction (DR). Damage Reduction reduces all damage taken by the amount listed. Normally specific kinds of damage ignore Damage Reduction. Example: DR 10/Magic would mean any damage taken is reduced by 10 except for magical damage sources. This means a non-magic weapons would be reduced but a enchanted weapon would overcome the DR. Some special Damage Types or Abilities overcome DR innately, such as Force damage or the Smite ability. | ||
| + | </ | ||
| + | ===Energy Resistance=== | ||
| + | <WRAP round box> | ||
| + | Energy Resistance provices flat resistance to specific forms of elemental or aligned energy damage. Example: Fire Resistance 20, would reduce any Fire damage take by 20. (Technically, | ||
| + | </ | ||
| + | ===Invulnerability=== | ||
| + | <WRAP round box> | ||
| + | Invulnerability (or Immunity) makes a character entirely immune to a specified damage type. While very rare there are some creatures that are entirely immune to some damage types. Example: Invulnerability Holy would prevent any damage from a Holy source. (It is often applied to creatures so innately tied to the energy) | ||
| + | </ | ||
| + | ===Indestructible=== | ||
| + | <WRAP round box> | ||
| + | Indestructible is the rarest form of Resistance due to how powerful it is. Often it is not innate to the creature or has some kind of “off switch”. A creature with Indestructible cannot be damaged outside of the listed damage type; no amount of damage can overcome Indestructible outside of the weakness. Example: Indestructible Cold, would prevent every time of damage aside from Cold damage type. | ||
| + | </ | ||
| + | ===Spell Resistance=== | ||
| + | <WRAP round box> | ||
| **Spell Resistance (SR)** is the **extraordinary ability** to avoid being affected by spells. Some spells can also **grant spell resistance**. | **Spell Resistance (SR)** is the **extraordinary ability** to avoid being affected by spells. Some spells can also **grant spell resistance**. | ||
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| It operates **automatically**, | It operates **automatically**, | ||
| - | === What SR Affects | + | == What SR Affects == |
| * Only **spells** and **spell-like abilities** are subject to SR. | * Only **spells** and **spell-like abilities** are subject to SR. | ||
| Line 45: | Line 84: | ||
| A creature can have **some abilities** that are subject to SR and **others** that are not. | A creature can have **some abilities** that are subject to SR and **others** that are not. | ||
| - | === Lowering Spell Resistance | + | == Lowering Spell Resistance == |
| - | A creature can **voluntarily lower** its SR as a **standard action** (does **not** provoke an attack of opportunity). | + | A creature can **voluntarily lower** its SR as a **[[chargen: |
| Once lowered, SR remains down until the creature’s **next turn**. | Once lowered, SR remains down until the creature’s **next turn**. | ||
| * At the start of the next turn, SR **automatically returns**. | * At the start of the next turn, SR **automatically returns**. | ||
| - | * The creature can **choose to keep it down**, which is another **standard action**. | + | * The creature can **choose to keep it down**, which is another **[[chargen: |
| - | === Additional Notes === | + | == Additional Notes == |
| * A creature’s SR **does not interfere** with **its own spells, items, or abilities**. | * A creature’s SR **does not interfere** with **its own spells, items, or abilities**. | ||
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| * **Spell resistance does not stack** — use the **highest value**. | * **Spell resistance does not stack** — use the **highest value**. | ||
| - | === When Spell Resistance Applies | + | == When Spell Resistance Applies == |
| Each spell has an entry that indicates whether SR applies. | Each spell has an entry that indicates whether SR applies. | ||
| In general, whether SR applies depends on **what the spell does**. | In general, whether SR applies depends on **what the spell does**. | ||
| - | |||
| - | ===== Wounds ===== | ||
| - | |||
| - | All characters possess a number of **Wound Points** for each part of their body. The Head, Legs, and Arms are all referred to as **Limbs**, and the Body possesses its own separate Wound pool as well. An attacker may target a specific Limb by taking a -4 penalty on their attack roll. An attack that is not specifically targeted affects the body (this includes damage-dealing effects without an attack roll involved, such as a [[priority: | ||
| - | |||
| - | Wounds may only be restored through specific means. Unlike Hitpoints, which are typically healed through all kinds of methods such as Cure spells, Wounds may only be restored in following ways: | ||
| - | |||
| - | * **Surgery: | ||
| - | |||
| - | {{tablelayout? | ||
| - | ^ Wound ^ Heal DC ^ | ||
| - | | Head | 30 | | ||
| - | | Body | 20 | | ||
| - | | Legs | 15 | | ||
| - | | Arms | 15 | | ||
| - | |||
| - | ---- | ||
| - | |||
| - | * **Magic:** [[priority: | ||
| - | * **Rest:** Plain old rest is a way to naturally recover Wound damage. For every 8 hours which you rest in bed and do absolutely nothing else, you restore Wounds equal to your Hit Die. | ||
| - | |||
| - | <WRAP center round info 60%> | ||
| - | Critically, all of these methods of restoring Wounds are compatible with one another. A creature resting may also receive surgical attention from another creature, and may likewise receive magical treatment as well, to expedite the recovery process. | ||
| </ | </ | ||
| - | ---- | + | ====Grievous Wounds==== |
| + | <WRAP round box> | ||
| Below are a list of all body parts that possess a Wound pool, their Wound total, and the effects from that part being damaged. | Below are a list of all body parts that possess a Wound pool, their Wound total, and the effects from that part being damaged. | ||
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| * **Legs:** A Leg possesses Wound Points equal to your Constitution score. | * **Legs:** A Leg possesses Wound Points equal to your Constitution score. | ||
| * Under 50% wounds on Leg, Initial: Immobilized for one round, afterwards Hindered till healed. | * Under 50% wounds on Leg, Initial: Immobilized for one round, afterwards Hindered till healed. | ||
| - | * If the Leg reaches 0 or less Wounds, it ceases to function, halving the move speed of the creature (if bipedal). If the Leg reaches negative Wounds equal to or exceeding the character' | + | * If the Leg reaches 0 or less Wounds, it ceases to function, halving the move speed of the creature (if bipedal). If the Leg reaches negative Wounds equal to or exceeding the character' |
| | | ||
| * **Body:** The Body possesses Wounds equal to twice the character' | * **Body:** The Body possesses Wounds equal to twice the character' | ||
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| * If the Body reaches 0 Wounds, the character is Dying. If the Body equals a number of negative Wounds equal to or exceeding the character' | * If the Body reaches 0 Wounds, the character is Dying. If the Body equals a number of negative Wounds equal to or exceeding the character' | ||
| - | ===== Death and Dying ===== | + | Rather then losing a limb when it reaches negative wounds, a character may instead gain a **Permanent Injury** to that location, or spend a Hero Point to prevent the limbs permanent loss. When either of these options are chosen the limb is restored to -1 wounds and the character loses the dying condition |
| + | </ | ||
| + | |||
| + | ====Battle Damage==== | ||
| + | <WRAP round box> | ||
| + | When a character enters negative wound damage from an attack or effect, they receive Battle Damage | ||
| + | |||
| + | If the attack would reduce the wounds to more than half maximum negative then roll a d6 instead. | ||
| + | |||
| + | **Energy Damage** | ||
| + | |||
| + | **1-2) Singed (DC 15):** Character is Winded from pain of the burnt, charred or frozen skin | ||
| + | |||
| + | **3-4) Deep Burns (DC 15):** Character must make a Will Save of DC 15 or be Staggered as long as the have the Battle Damage from the deep tissue damage caused. | ||
| + | |||
| + | **5) Flare Up (DC 20):** The energy burst overwhelms the characters senses as their body fuels the very energy maiming them. Flip a coin, on Heads the Character is Deaf, on Tails the character is Blind | ||
| + | |||
| + | **6) Beautiful Transcendence (None):** The energy does not stop at only one limb, the Character //must// experience more. Roll another d6 to determine where the crackling energy goes next. 1 Left Arm, 2 Right Arm, 3 Body, 4 Left Leg, 5 Right Leg, 6 Head. That limb then takes 2d6 wounds of the same energy type... if this would result in Battle Damage it is automatically Beautiful Transcendence. | ||
| + | |||
| + | **Bludgeoning Damage** | ||
| + | |||
| + | **1-2) Battered (DC 15):** Character is Winded from the pain of the beating | ||
| + | |||
| + | **3-4) Bell-ringing (DC 15):** Character must make a Fort Save of DC 15 or be Stunned for 1d4 rounds, and then Staggered afterwards from the brutal slam. | ||
| + | |||
| + | **5) Knocked Down (DC 20):** Character is knocked Prone by the attack and is Fatigued from the immensity of the attack | ||
| + | |||
| + | **6) Utterly Broken (DC 25):** Sometimes it feel like death would of been a mercy instead of this beating... The Character must make a Will Save DC 20 or be Stunned and Exhausted. If succeeded the Character is still Exhausted from the sheer brutality of the attack | ||
| + | |||
| + | **Piercing Damage** | ||
| + | |||
| + | **1-2) Stuck (DC 15):** The Character is Hindered from the deep wound. | ||
| + | |||
| + | **3-4) Oozing Puncture (DC 15):** Character must make a Fort Save of DC 10 each round or lose 1d4 wounds from the limb. | ||
| + | |||
| + | **5) Something is Wrong (DC 25):** The wound is massively deep and the damage leaves the character doubting their survival. Each round flip a coin, on a heads nothing happens, on a Tails the character suffers 1d6 damage to any remaining HP or to a random limb. | ||
| + | |||
| + | **6) Its Over Guys (DC 30): | ||
| + | |||
| + | **Slashing Damage** | ||
| + | |||
| + | **1-2) Deep Cut (DC 15):** The Character is Winded from the pain of the nasty gash. | ||
| + | |||
| + | **3-4) Muscles Severed (DC 15):** Muscle damage makes every task more difficult, | ||
| + | |||
| + | **5) Peeling Wounds (DC 20):** Sometimes movement is the worst thing you can do for an injury... Each time the character takes any kind of action that results in movement or combat, flip a coin, if Heads nothing happens, if Tails the limb takes 2d6 damage. | ||
| + | |||
| + | **6) By a Thread (DC 30):** As long as you do //nothing// you'll be fine... If the Character takes any actions that result in movement or combat, the limb is instantly destroyed | ||
| + | </ | ||
| + | ====Permanent Injuries==== | ||
| + | |||
| + | When a character receives a permanent injury there is no way to heal it outside of spending magical or mundane resources and time. This requires a[[priority: | ||
| + | |||
| + | When a character receives a Permanent Injury roll a d4 for the respective limb hit. | ||
| + | |||
| + | |||
| + | **Head** | ||
| + | - **Brain Damage:** Character' | ||
| + | - **Lost Ear:** One of the Characters ears are sheered off causing hearing damage and leaving a nasty scar. when the character makes a perception check based on hearing, flip a coin, if Heads there is no penalty, if tails they take a -10 on the check. If actively Perceiving, there is no coin flip. They may also take penalties to social checks from the disfigurement. If this injury gained again the character is now Deaf. Requires 30 TU in Magical or Alchemy parts to mend, or a prosthetic worth 30 TU | ||
| + | - **Lost Eye:** The character loses an eye. This makes them look far more badass but hurts depth perception. When making [[priority: | ||
| + | - ** Mangled Face:** The characters face is horribly mangled. While their senses are mostly unaffected, its painful and hard to look at. Any social tests may take a penalty up to -10 based on the targets bias. The scars are also very painful and result in the character being uncomfortable often. Flip a coin at the start of each day, if Heads the pain is manageable, if Tails, the character is Winded until the next day. If this injury is gained again the character dies. A heal Check DC 20 can mitigate the pain, but takes 15 minutes of work. Requires 40 TU in Magical or Alchemy parts to mend. | ||
| + | |||
| + | |||
| + | **Body** | ||
| + | - **Destroyed Lung:** One of the Character' | ||
| + | - **Massive Organ Damage:** The character' | ||
| + | - **Liver Damage:** The character' | ||
| + | - **Twisted Spine:** The characters back is badly injured. Any time the character would roll a Strength check, if they are not Winded, flip a coin, if heads they may roll normally, if tails they instantly fail the check and are Winded until they are able to rest for at least 15 minutes. If they attempt a Strength check while Winded they take 1d4 Strength damage each check. Gaining this injury again cuts the character' | ||
| + | |||
| + | **Arm** | ||
| + | - **Missing Fingers:** The character is missing several fingers on one hand. Whenever the character would roll a Strength or Dexterity based skill check with that hand flip a coin, if Heads they preform it normally, if Tails there is some minor mishap related to the check due to their missing digits. Gaining this injury again results in the hand being severed. Requires 30 TU in Magical or Alchemy parts, or a prosthetic worth 30 TU | ||
| + | - **Flayed Skin:** Large sections of the character' | ||
| + | - **Damaged Joints:** The characters joints function poorly from damage. Any time the character is grappled or grappling flip a coin, if Heads they perform as normal, | ||
| + | - **Nerve Damage:** The character' | ||
| + | |||
| + | **Leg** | ||
| + | - **Limp:** Damage has caused the character to walk with a limp, slowing them down greatly. The characters move speed is reduced by 5ft. Gaining this injury again results in the leg being severed. Requires 40 TU in Magical or Alchemy parts, or a prosthetic worth 40 TU | ||
| + | - **Weakened Bones:** The bones in the leg are less resistant then before. Anytime the limb takes Bludgeoning or fall damage, they take twice as much. Gaining this injury again results in the leg being severed. Requires 40 TU in Magical or Alchemy parts, or a prosthetic worth 40 TU | ||
| + | - **Deep Scars:** Painful gouges often result in diminished ability when running. Whenever the character would make a Run or Charge action flip a coin, if Heads they perform the action as usual. If tails they are Winded until the end of the day or until a[[priority: | ||
| + | - **Bad Foot:** The injury has badly maimed the character' | ||
| + | |||
| + | ====Death & Dying==== | ||
| - | Gaining the Death condition can spell the end for a character, however depending on the setting it may not truly be the end. There are three ways to remove the Dead condition | + | Gaining the Dead condition can spell the end for a character, however depending on the setting it may not truly be the end. There are three ways to remove the Dead condition |
| * Path of the Healer | * Path of the Healer | ||
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| A GM should consider how death is viewed in their setting. Is it something that is a minor inconvenience, | A GM should consider how death is viewed in their setting. Is it something that is a minor inconvenience, | ||
| - | This does not mean that this magic // | + | This does not mean that this magic // |
| + | |||
| + | ===Dying=== | ||
| + | |||
| + | A character gains this condition when their body or head wounds are below 0. The character falls Prone and can take no actions and are unconscious. Each round they must make a Fortitude save DC 10 in order to remove this condition, they take a penalty to this check equal to the amount of negative wounds they have on the Head or Body. After rolling the save, if the Dying condition is still present the character loses 1 more wound. If a character has more then their Constitution score in negative wounds, they gain the Dead condition. | ||
| + | |||
| + | ===Dead=== | ||
| + | |||
| + | This character has died, they no longer can be healed or take actions. They are capable of taking further damage (limited by limb destruction rules located at Health). A character with this condition is now considered an object for the purpose of talents and spells. | ||
