Happy Funball
First Post
I had thought about modeling long-term injuries before Kieth Baker mentioned the idea in his blog (really, honest ). My idea is mostly for long-term injuries to be used at the discretion of the PCs, mostly because I like having debilitating effects in the world and hate to kill PCs (yes, I am a wimp). This is cut from my House Rules document, so I do not have the debilitating poison rules yet...
Please, any suggestions are welcome.
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Long-Term Injuries & Debilitating Poisons
Both long-term injuries and debilitating poisons are modeled after the disease rules in the 4E DMG (p 49). Long-term injuries (LTI) can be gained in three manners: when dying, when gaining a second use of Second Wind, or by GM determination (which will be very rare, but don't tempt me). Debilitating poisons are modeled after more real-world poisons that do more than damage.
Dying and Long-Term Injuries
When dying, a player character can automatically stabilize (make no more dying saves but still unconscious) by taking a long-term injury. The severity of the injury depends on how many dying saves the character has failed.
Severity 0 - before any dying saves have been made
Severity 1 - after 1 dying save was failed but before another is attempted
Severity 2 - after 2 dying saves were failed but before another is attempted
Severity 3 - after 3 dying saves are failed and character otherwise dies
The effects of long-term injuries are based on the severity of the injury and its location. The GM determines the location of the injury based on the appropriateness of the damage. Just as with diseases, long-term injuries can heal or worsen. The character must make an Endurance check after each Extended Rest. Whether the character improves, maintains, or worsens depends on their Endurance result, just as with a disease. Likewise, as with diseases another character with the Heal skill can use their Heal skill to replace the patient's Endurance check.
Improve: Endurance DC 15 + ½ character level + 3 x Severity Rating (move left)
Maintain: Endurance DC 5 + ½ character level + 3 x Severity Rating
Worsen: an Endurance check which does not at least maintain will worsen (move right)
Examples:
Severity 0
Arms - Sprained elbow
Legs - Sprained knee
Chest - Bruised ribs
Nerves - Impaired senses
Severity 1
Arms - Broken hand
Legs - Broken foot
Chest - Broken ribs
Nerves - Concussion
Severity 2
Arms - Broken arm
Legs - Broken leg
Chest - Internal bleeding
Nerves - Brain Damage
Severity 3
Arms - Severed arm
Legs - Severed leg
Chest - Damaged spine
Nerves - Severe Brain Damage
Long Term Injury Track:
The victim is healed (Severity 3 injuries cannot fully heal without magic)
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The victim suffers only half the numerical penalties listed below (-0 / -1 / -2 / -5).
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Initial Effect: The victim suffers the penalties listed below.
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The victim suffers 150% the numerical penalties listed below (-2 / -3 / -7 / unconsciousness).
>
Final State: the injury becomes permanent one severity grade higher (Severity 3 results in death). Magical healing is now necessary.
Most Common Penalties:
Severity 0
Arms: -1 to attacks, -1 damage
Legs: -1 to attacks -1 movement
Chest: -1 to attacks, -1 Healing Surge
Nerves: -1 to attacks, Perception and Initiative
Severity 1
Arms: -2 to attacks, -2 damage
Legs: -2 to attacks, -2 movement
Chest: -2 to attacks, -2 Healing Surges
Nerves: -2 to attacks, Perception and Initiative
Severity 2
Arms: -5 to attacks, Weakened
Legs: -5 to attacks, Slowed
Chest: -5 to attacks, -5 Healing Surges, Regain only half normal value with Healing Surge
Nerves: -5 to attacks, Perception and Initiative; Dazed
Severity 3
Arms: -10 to attacks, Weakened
Legs: -10 to attacks, Slowed
Chest: -10 to attacks, Regain only half normal value with Healing Surge, lose all Healing Surges (improves to -5 Healing Surges)
Nerves: Blinded & Dazed (improvement will remove the Daze effect)
Second Wind and Long-Term Injuries
A bloodied character can regain and use their Second Wind ability as a minor action. After the encounter the character makes a save. Success means the character gains a Severity 0 long-term injury. Failure indicates he gains a Severity 1 long-term injury.
Magical Healing: Regeneration Ritual
The ritual used to magically heal from a long-term injury is called Regeneration.
Regeneration Level 8
Category: Restoration
Time: 1 hour
Duration: Instantaneous
Component Cost: 250 gp
Market Price: 680 gp
Key Skill: Heal
This functions like the Cure Disease Ritual but instead magically ends all penalties associated with long-term injury, even Severity 3 injuries. Like Cure Disease, a Heal check is required, following the same rules as Cure Disease and using the same Heal check results (p 303). The functional level of the long-term injury is 5 + (Severity Level x 3).
Debilitating Poison
Coming soon to a dinner near you…
Please, any suggestions are welcome.
*************************************************
Long-Term Injuries & Debilitating Poisons
Both long-term injuries and debilitating poisons are modeled after the disease rules in the 4E DMG (p 49). Long-term injuries (LTI) can be gained in three manners: when dying, when gaining a second use of Second Wind, or by GM determination (which will be very rare, but don't tempt me). Debilitating poisons are modeled after more real-world poisons that do more than damage.
Dying and Long-Term Injuries
When dying, a player character can automatically stabilize (make no more dying saves but still unconscious) by taking a long-term injury. The severity of the injury depends on how many dying saves the character has failed.
Severity 0 - before any dying saves have been made
Severity 1 - after 1 dying save was failed but before another is attempted
Severity 2 - after 2 dying saves were failed but before another is attempted
Severity 3 - after 3 dying saves are failed and character otherwise dies
The effects of long-term injuries are based on the severity of the injury and its location. The GM determines the location of the injury based on the appropriateness of the damage. Just as with diseases, long-term injuries can heal or worsen. The character must make an Endurance check after each Extended Rest. Whether the character improves, maintains, or worsens depends on their Endurance result, just as with a disease. Likewise, as with diseases another character with the Heal skill can use their Heal skill to replace the patient's Endurance check.
Improve: Endurance DC 15 + ½ character level + 3 x Severity Rating (move left)
Maintain: Endurance DC 5 + ½ character level + 3 x Severity Rating
Worsen: an Endurance check which does not at least maintain will worsen (move right)
Examples:
Severity 0
Arms - Sprained elbow
Legs - Sprained knee
Chest - Bruised ribs
Nerves - Impaired senses
Severity 1
Arms - Broken hand
Legs - Broken foot
Chest - Broken ribs
Nerves - Concussion
Severity 2
Arms - Broken arm
Legs - Broken leg
Chest - Internal bleeding
Nerves - Brain Damage
Severity 3
Arms - Severed arm
Legs - Severed leg
Chest - Damaged spine
Nerves - Severe Brain Damage
Long Term Injury Track:
The victim is healed (Severity 3 injuries cannot fully heal without magic)
<
The victim suffers only half the numerical penalties listed below (-0 / -1 / -2 / -5).
<>
Initial Effect: The victim suffers the penalties listed below.
<>
The victim suffers 150% the numerical penalties listed below (-2 / -3 / -7 / unconsciousness).
>
Final State: the injury becomes permanent one severity grade higher (Severity 3 results in death). Magical healing is now necessary.
Most Common Penalties:
Severity 0
Arms: -1 to attacks, -1 damage
Legs: -1 to attacks -1 movement
Chest: -1 to attacks, -1 Healing Surge
Nerves: -1 to attacks, Perception and Initiative
Severity 1
Arms: -2 to attacks, -2 damage
Legs: -2 to attacks, -2 movement
Chest: -2 to attacks, -2 Healing Surges
Nerves: -2 to attacks, Perception and Initiative
Severity 2
Arms: -5 to attacks, Weakened
Legs: -5 to attacks, Slowed
Chest: -5 to attacks, -5 Healing Surges, Regain only half normal value with Healing Surge
Nerves: -5 to attacks, Perception and Initiative; Dazed
Severity 3
Arms: -10 to attacks, Weakened
Legs: -10 to attacks, Slowed
Chest: -10 to attacks, Regain only half normal value with Healing Surge, lose all Healing Surges (improves to -5 Healing Surges)
Nerves: Blinded & Dazed (improvement will remove the Daze effect)
Second Wind and Long-Term Injuries
A bloodied character can regain and use their Second Wind ability as a minor action. After the encounter the character makes a save. Success means the character gains a Severity 0 long-term injury. Failure indicates he gains a Severity 1 long-term injury.
Magical Healing: Regeneration Ritual
The ritual used to magically heal from a long-term injury is called Regeneration.
Regeneration Level 8
Category: Restoration
Time: 1 hour
Duration: Instantaneous
Component Cost: 250 gp
Market Price: 680 gp
Key Skill: Heal
This functions like the Cure Disease Ritual but instead magically ends all penalties associated with long-term injury, even Severity 3 injuries. Like Cure Disease, a Heal check is required, following the same rules as Cure Disease and using the same Heal check results (p 303). The functional level of the long-term injury is 5 + (Severity Level x 3).
Debilitating Poison
Coming soon to a dinner near you…