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| game_systems:combat:health [2026/03/09 05:22] – Replacing Move Action with Half Action, hyperlinking elfinlocks | game_systems:combat:health [2026/03/13 18:43] (current) – [Wounds] elfinlocks | ||
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| - | =====Injury and Death===== | + | ======Injury and Death====== |
| - | ====Loss of Hit Points==== | + | ===== Hit Points===== |
| - | <WRAP round box> | + | |
| [Rules text...] | [Rules text...] | ||
| - | </ | ||
| - | ====Wounds==== | + | |
| - | <WRAP round box> | + | =====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: | 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: | 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: | + | * **Surgery: |
| {{tablelayout? | {{tablelayout? | ||
| - | ^ Wound ^ Heal DC ^ | + | ^ Wound ^[[priority: |
| | Head | 30 | | | Head | 30 | | ||
| | Body | 20 | | | Body | 20 | | ||
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| 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. | 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. | ||
| </ | </ | ||
| - | </ | + | ---- |
| + | |||
| + | |||
| + | ===== 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==== | ====Resistance==== | ||
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| == 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 == | ||
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| ====Battle Damage==== | ====Battle Damage==== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | When a character enters negative wound damage from an attack or effect, they receive Battle Damage and Roll a d4. These are temporary modifiers that can be mitigated by a Heal check and a Full Round Action. Each Battle Damage is caused by different methods of damage types from Energy to Slashing. | + | When a character enters negative wound damage from an attack or effect, they receive Battle Damage and Roll a d4. These are temporary modifiers that can be mitigated by a[[priority: |
| If the attack would reduce the wounds to more than half maximum negative then roll a d6 instead. | If the attack would reduce the wounds to more than half maximum negative then roll a d6 instead. | ||
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| ====Permanent Injuries==== | ====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 Heal Check DC 25 and a week of effort (Only an hour each day). However keep track of all Permanent Injuries a character receives, as each one (regardless if its been healed or not) increases the DC by 5. Some injuries are more difficult to heal or require special procedures or parts. Each injury will list the average TU required to mend. | + | 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. | When a character receives a Permanent Injury roll a d4 for the respective limb hit. | ||
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| **Head** | **Head** | ||
| - | - **Brain Damage:** Character' | + | - **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 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 Perception checks based on sight, flip a coin, if heads they take no penalty, if Tails they take a -10 on the check. If actively Perceiving, there is no coin flip. They may also gain bonus on social checks with pirates or other cool people, while others may look down on them as a disfigured cyclops. If this injury is gained again the character is Blind. Requires 40 TU in Magical or Alchemy to mend, or a prosthetic worth 40 TU | + | - **Lost Eye:** The character loses an eye. This makes them look far more badass but hurts depth perception. When making |
| - ** 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. | - ** 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. | ||
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| **Body** | **Body** | ||
| - **Destroyed Lung:** One of the Character' | - **Destroyed Lung:** One of the Character' | ||
| - | - **Massive Organ Damage:** The character' | + | - **Massive Organ Damage:** The character' |
| - **Liver 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' | - **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' | ||
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| **Arm** | **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 | - **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' | + | - **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, | - **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' | + | - **Nerve Damage:** The character' |
| **Leg** | **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 | - **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 | - **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 Heal check DC 15 is made taking ten minutes. If they Charge or Run while Winded flip a coin, if heads the perform as usual, if Tails the winded condition becomes Staggered and require the same heal check as before. 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' | - **Bad Foot:** The injury has badly maimed the character' | ||
