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priority:combat [2026/01/07 23:12] – [Permanent Injuries] vondorpriority:combat [2026/01/08 23:54] (current) – [Battle Damage] vondor
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 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 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====
 + 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.
 +
 +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):**  The wound is just too deep and now a slow death is likely. The character is Stunned and each round suffer 1d6 damage to the Limb until it is destroyed. 
 +
 +**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,  the character is Fatigued 
 +
 +**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==== ====Permanent Injuries====
  
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   - **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 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 additionaly 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.  +  - **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  
 + 
 +**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 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
    
 ====Death & Dying==== ====Death & Dying====