Broken Bones: When a character’s bones are broken, the penalty remains for much longer than the wound point damage. The character’s bones must be properly set (Heal DC 15) before natural healing can occur. The injured body part cannot be used strenuously until healed, or the process must be restarted. In more severe cases (incapacitation*), the body part cannot be moved at all without breaking the bone again. Broken bone damage lasts a number of days equal to the damage dealt by the attack times eight. If the character is treated with long-term care and performs only light or no activity, each day counts double against the remaining number. Additionally, the following accelerated forms of healing can aid in repairing broken bones:
• Once the bone has been set, fast healing negates a number of days each hour equal to the per-round fast healing rate. If an hour or more has passed since the bone was broken, it must be broken once more and set before an hour passes, due to the healing character’s abnormally fast recovery speed. For game purposes, treat a deliberate breaking of a bone as a called shot with an unarmed strike, that deals lethal damage directly to wound points (you may choose to negate bonuses to damage including but not limited to Strength, weapon specialization, and enhancement bonuses; and monks may elect to reduce their damage dice to the standard unarmed damage for their size category in order to avoid killing their friends ^^). Willing targets are considered ‘helpless’ for this purpose, but otherwise an attack roll is required with the standard -4 penalty for using a subdual weapon to deal lethal damage. This damage unfortunately increases the number of effective days required to heal the broken bone, as normal.
• For every wound point granted by regeneration which is not needed to heal the character, he or she (or it) subtracts one day from the healing time, or by three days if the bone has been properly set.
• Magical healing can also aid in the recovery of a broken bone. For each wound point restored by magical healing which cannot be used to heal wound damage (be it a cure spell, negative energy for undead, or any other ability which instantly repairs damage), the character reduces the number of days needed for healing by two**.
*Incapacitated is a possible result on the bodily damage table. It has the following properties:
Incapacitated: If a body part is incapacitated, it is useless. If the chest or abdomen is incapacitated, the character takes 1d2 points of wound damage per round and is considered helpless. Incapacitated limbs deal no damage, but cannot be used effectively for anything.
**This system is designed for a ruleset in which there are two damage tracks: vitality points and wound points. Vitality points, equal to standard hit points in number, represent the heroic mitigation factor, or "dude factor", which members of PC classes possess. Wound points, equal to a character's Constitution score, represent the body's actual ability to withstand damage. A character's wound point total does not increase with level. In this particular campaign, healing magic either restores its normal value in vitality points, or one-half its normal value in wound points. In a normal hit point system, the tradeoff between "unnecessary" magical healing and reduction of days until a broken bone is healed should be on a 1-for-1 basis.