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| game_systems:combat:health [2026/03/09 21:50] – Hyperlinking Knowledge skill entries 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 ^[[priority: | + | ^ 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. | ||
| </ | </ | ||
| - | </ | + | ---- |
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| + | ===== Non-Lethal Damage ===== | ||
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| + | Non-Lethal damage works identically to normal damage against an opponent' | ||
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| + | 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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| - **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. | ||
