Wounds

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When a character gets shot or otherwise battered, there is a good chance they will suffer serious consequences, a wound.

Different types of damage cause different wounds and some are more likely to cause serious wounds that others, a gunshot is much more dangerous than a punch, or even getting hit by a baseball bat.

Characters die automactically if their body goes to negative more than its max value. Revive checks for someone who has died in this manner are equal to 30+amount of damage beyond the negative threshold. Any character at negative higher than half their earth must make an endure check each round or die target is the amount they are negative. 3 delta, skip making a check for one round, 10 delta stabilize.

Roll a d10, add the amount of damage you took, and look on the wound table for the type of damage

Contents

Wound Tables

Stamina Wounds

Stamina damage comes from getting punched, kicked, struck with blunt objects or otherwise battered. It hurts but it isn't too likely to do really serious harm, unless you are getting hit really hard.


Roll Torso Arm/Leg Head
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20 Pain 1
21
22 pain 1 daze 2
23
24 daze 3
25
26 pain 2
27
28 Bruise 2
29
30 Internal Bleeding 1
31 Pain 3
32 Bleed 1
33 Daze 4
34
35 Bruising lose 4 body
36
37
38
39
40 Pain 4
41
42 Bruising: lose 6 body
43
44 daze 8
45 ½ disable
46 Daze 10
47 Brusing lose 8 body
48 Pain 8
49 Daze 20
50 Knockout: reduce wind to -5
51 Internal bleeding 2
52
53 disable
54 Broken rib, reduce max earth by 5, and effort expenditure gives pain=effort/2 round down
55 Multiple broken ribs, punctured lung, any effort gives pain=effort (before doubling for lung)
56 Cracked skull, Knockout: wind = -10
57 Broken spine, paralysed, permanent without surgery check target 25 within 1 day, target increases by 5 if you are moved
58 Massive shock: death revive target 25
59 Rib punctures heart, die in 2 rounds, bleed 5, repairing heart is surgery dc 25, then revive dc 28
60 Crushed skull: death, revive dc 35, brain damage 4

Body Wounds

Body damage comes from getting cut, shot, or otherwise punctured, it is very bad, and generally puts you in danger of bleeding to death.


Roll Torso Arm/Leg Head
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15 Pain 2
16
17 Bleed 1, Pain 1
18
19 Pain 3
20
21 IB 1, pain 3
22
23 ¼ disable
24
25
26
27 Pain 4, Bleed 2
28
29 Daze 10, Bleed 1
30
31 ½ disable
32
33
34 IB 6, Bleed 4, Pain 4
35
36 ¾ disable
37
38 Broken Rib
39
40 Punctured Lung, IB 4
41
42 disable
43
44 Bleed 8
45
46 destroy
47
48 Punctured lung, bleed 4, internal bleed 4
49
50 Spine damage, parapalegic, permenant without surgery dc 25 within a day
51 Knockout: wind=-5, internal bleeding 4
52 Death in 2 rounds revive 20
53 Bleed 15 internal bleeding 10
54 Death, revive 25
55
56 Death, revive 30
57
58 Brain scrambled, brain damage 8, knockout: wind=-10
59
60 Head smashed, death, no revive

Wound Effects

Pain: Many wounds impose pain penalties on all skills. These persist until you overcome them with endure pain checks. The next tick, make an endure pain check against target 25. If you pass, reduce pain by 1. If not, increase your check result by 2 every tick until you pass. Once you pass, you may make another check the next tick. You can spend 5 delta to reduce the pain by an additional 1

Bleeding: Your bleed number is how many points of Stamina you loose per eight ticks. . Can be stopped by first aid skill. Target is 10, or 15 if you are treating yourself, takes 8 ticks, you can get +1 on the check for each extra AP you spend. Each 5 of delta lets you reduce bleeding by 1, 10 delta can instead halve the bleeding, 20 stops it completely. Spend 4 Delta to you reduce the time to 6 ticks, 8 delta lets you reduce the time to 4 ticks, 16 delta lets you reduce the time to 2 ticks

Dazing: Increase your stability penalty by an extra N

Internal Bleeding: Bleed X stamina per minute, reduces naturally by 1 per 10 minutes, surgery check to heal target 15 each attempt deals deals 2 body damage, 5 delta reduce bleeding by 1, 5 delta reduce damage by 1.

Punctured Lung: Efford expenditures doubled. Surgery target 20 reduces to 1.5x deals 5 body damage, delta 5 reduce damage by 1. After treatment heals in 1 week

Knockout: Your wind is immediately dropped to some negative value knocking you out. You recover from this knockout normally.

Brain Damage: Applies a penalty on all mental skills. Treating brain damage is a Surgery check target 20 to reduce it by 1 each 5 delta reduces by another 1. A brain surgery check takes 10 minutes and cost the patient 5 body. For brain damage succesive treatments do not stack, record what the initial brain damage was, further checks only decrease brain damage if they get a result that lets them reduce more damage. For example if someone has brain damage 4 a 20 will reduce their brain damage to 3, but another check will not help unless it gets a delta of at least 5. Target for this surgery check increases by 2 for every failed check and 2 for each of these periods that has passed since the injury: 1 minute, 1 hour, 1 day, 1 week, 1 month, 1 year, 10 years

Death: You are dead, you can still be revived, target is given, increases by 1 per interval and 1 per failed revive check

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