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game_systems:combat:health [2026/03/09 05:25] – Replacing Move Action with Half Action, hyperlinking elfinlocksgame_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...]
-</WRAP> 
  
-====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:magic:spells:tier3:elemental_blast|Fireball]]). If a character reaches -1 or fewer Wound points on a limb or body they gain the Dying condition  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:magic:spells:tier3:elemental_blast|Fireball]]). If a character reaches -1 or fewer Wound points on a limb or body they gain the Dying condition 
  
 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:** This is the way nonmagical folk handle their injuries. To perform surgery, you must roll a [[priority:skills:heal|Heal]] check against a DC as shown in the table below, and use a [[equipment:tools_and_kits#healer_s_kit|Surgery Kit]]. Surgery takes 5 hours of work, though this takes 1 less hour for every 5 by which you exceed the Heal DC. Performing surgery successfully restores Wounds equal to 2x the creature's Hit Dice. Typically, surgery must be performed by another creature, but the injured creature may perform surgery on themselves by adding 10 to the [[priority:skills:heal|Heal]] check DC.+  * **Surgery:** This is the way nonmagical folk handle their injuries. To perform surgery, you must roll a [[priority:skills:heal|Heal]] check against a DC as shown in the table below, and use a [[equipment:tools_and_kits#healer_s_kit|Surgery Kit]]. Surgery takes 5 hours of work, though this takes 1 less hour for every 5 by which you exceed the [[priority:skills:heal|Heal]] DC. Performing surgery successfully restores Wounds equal to 2x the creature's Hit Dice. Typically, surgery must be performed by another creature, but the injured creature may perform surgery on themselves by adding 10 to the [[priority:skills:heal|Heal]] check DC.
  
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ Wound  ^ Heal DC  ^+^ Wound  ^[[priority:skills:heal|Heal]] DC  ^
 | 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.
 </WRAP> </WRAP>
-</WRAP>+---- 
 + 
 + 
 +===== Non-Lethal Damage ===== 
 + 
 +Non-Lethal damage works identically to normal damage against an opponent's Hit Points, until reaching their Wounds. When a creature has no Hit Points remaining, track Wound damage and Non-Lethal damage separately. The most Non-Lethal damage which a creature can endure in a given Wounds category is equal to their total Wounds in that category. For example, if your Body has 20 Wound Points, you can take up to 20 Non-Lethal damage in that area. 
 + 
 +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:combat:status_conditions#unconscious|Unconscious]]. If they take such a tally of Wound damage to a limb, that limb becomes unusable until the creature's Non-Lethal damage in that limb is below their total Wounds in that limb. 
 + 
 +Non-Lethal damage decreases hourly, at the same rate as a creature's Hit Points restore. 
 + 
 +---- 
  
 ====Resistance==== ====Resistance====
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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:skills:heal|Heal]]check and a Full Round Action. Each Battle Damage is caused by different methods of damage types from Energy to Slashing.
  
 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:skills:heal|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 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's mind is addled from the brutal head injury. When trying to recall details or rolling Knowledge Skills, flip a coin. If Heads the character remembers things correctly, if Tails some details are wrong. If this injury is gained again the character falls into a coma and can not be woken until one of the Brain Damage injuries are healed Requires 40 TU in Magical Or Alchemy parts to mend.+  - **Brain Damage:** Character's mind is addled from the brutal head injury. When trying to recall details or rolling [[priority:skills:knowledge|Knowledge]] Skills, flip a coin. If Heads the character remembers things correctly, if Tails some details are wrong. If this injury is gained again the character falls into a coma and can not be woken until one of the Brain Damage injuries are healed Requires 40 TU in Magical Or Alchemy parts to mend.
   - **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 [[priority:skills:perception|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 
   - ** 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's lungs are destroyed. Whenever the character would roll against Fatigue or Exhaustion of any kind they take a -4 on the check. Gaining this injury again results in the character dying from lack of air until it is resolved. Requires 40 TU in Magical or Alchemy parts to mend, or a prosthetic worth 40 TU   - **Destroyed Lung:** One of the Character's lungs are destroyed. Whenever the character would roll against Fatigue or Exhaustion of any kind they take a -4 on the check. Gaining this injury again results in the character dying from lack of air until it is resolved. Requires 40 TU in Magical or Alchemy parts to mend, or a prosthetic worth 40 TU
-  - **Massive Organ Damage:** The character's internal organs are a scrambled mess. This causes constant pain and the Character is Winded at all times unless a Heal check DC 20 is made each day to mitigate the pain. This check requires 30 minutes of effort. Gaining this condition again results in the character taking 1d4 constitution damage every day until one of the injuries are healed. Requires 40 TU in Magical or Alchemy parts to mend.+  - **Massive Organ Damage:** The character's internal organs are a scrambled mess. This causes constant pain and the Character is Winded at all times unless a[[priority:skills:heal|Heal]]check DC 20 is made each day to mitigate the pain. This check requires 30 minutes of effort. Gaining this condition again results in the character taking 1d4 constitution damage every day until one of the injuries are healed. Requires 40 TU in Magical or Alchemy parts to mend.
   - **Liver Damage:** The character's liver is functioning at a diminished level. Any Fortitude saves against poison or poison effects are made at a -6. Gaining this injury again doubles the penalty taken and results in the character taking 1d6 constitution damage each day until one of the injuries are healed. Requires 40 TU in Magical or Alchemy parts to mend, or a prosthetic worth 40 TU.    - **Liver Damage:** The character's liver is functioning at a diminished level. Any Fortitude saves against poison or poison effects are made at a -6. Gaining this injury again doubles the penalty taken and results in the character taking 1d6 constitution damage each day until one of the injuries are healed. Requires 40 TU in Magical or Alchemy parts to mend, or a prosthetic worth 40 TU. 
   - **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's carrying capacity in half and they automatically fail the coin flip. Requires 50 TU in Magical or Alchemy parts to mend, or a prosthetic worth 50 TU.    - **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's carrying capacity in half and they automatically fail the coin flip. Requires 50 TU in Magical or Alchemy parts to mend, or a prosthetic worth 50 TU. 
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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's arm is missing skin or mainly scar tissue. Flip a coin at the start of each day, if Heads, the pain is manageable, if Tails the arm is in horrible pain and any attacks or checks made with it are at a -2 unless a Heal check of DC 20 is made, this takes 15 minutes. If this injury is gained again the arm is severed. Requires 40 TU in magical or Alchemy parts, or a prosthetic worth 40 TU +  - **Flayed Skin:** Large sections of the character's arm is missing skin or mainly scar tissue. Flip a coin at the start of each day, if Heads, the pain is manageable, if Tails the arm is in horrible pain and any attacks or checks made with it are at a -2 unless a[[priority:skills:heal|Heal]]check of DC 20 is made, this takes 15 minutes. If this injury is gained again the arm is severed. Requires 40 TU in magical or Alchemy parts, or a prosthetic worth 40 TU 
   - **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,  if tails they take a -10 on the grapple check. In addition if the grappler is aware of the injury they get a +5 on any grapple checks made against the character. Gaining this injury again results in the arm being severed. Requires 40 TU in Magical or Alchemy parts, or a prosthetic worth 40 TU     - **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,  if tails they take a -10 on the grapple check. In addition if the grappler is aware of the injury they get a +5 on any grapple checks made against the character. Gaining this injury again results in the arm being severed. Requires 40 TU in Magical or Alchemy parts, or a prosthetic worth 40 TU  
-  - **Nerve Damage:** The character's arm has extensive nerve damage that diminishes feeling in the limb. Any perception checks made using touch with the hand takes a -10. The GM keeps track of the characters wounds on the limb and hides this from the player unless they spend a half action and make a Heal Check DC 20 to know its current wounds. Gaining this injury results in the arm being severed. Requires 40 TU in Magical or Alchemy parts, or a prosthetic worth 40 TU +  - **Nerve Damage:** The character's arm has extensive nerve damage that diminishes feeling in the limb. Any perception checks made using touch with the hand takes a -10. The GM keeps track of the characters wounds on the limb and hides this from the player unless they spend a half action and make a[[priority:skills:heal|Heal]]Check DC 20 to know its current wounds. Gaining this injury results in the arm being severed. Requires 40 TU in Magical or Alchemy parts, or a prosthetic worth 40 TU 
  
 **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:skills:heal|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
   - **Bad Foot:** The injury has badly maimed the character's foot. When moving through any kind of rough terrain flip a coin if Heads the character is fine while moving through the rough terrain, if Tails the characters bad foot forces them to stop their movement for the turn wasting the action. To avoid this a character may hop on a non injured leg at a rate of 5ft per Half Action. Gaining this injury again results in the leg being severed. Requires 40 TU in Magical or Alchemy parts, or a prosthetic worth 40 TU   - **Bad Foot:** The injury has badly maimed the character's foot. When moving through any kind of rough terrain flip a coin if Heads the character is fine while moving through the rough terrain, if Tails the characters bad foot forces them to stop their movement for the turn wasting the action. To avoid this a character may hop on a non injured leg at a rate of 5ft per Half Action. Gaining this injury again results in the leg being severed. Requires 40 TU in Magical or Alchemy parts, or a prosthetic worth 40 TU