For your consideration
Die Roll
Code:
(3D6) Hit Location
3 Head
4 Right hand
5 Lower Right arm
6 Lower Right arm
7 Upper Right arm
8 Upper Right arm
9 Chest
10 Chest
11 Chest
12 Chest
13 Upper Left arm
14 Upper Left arm
15 Lower Left arm
16 Lower Left arm
17 Left hand
18 Neck
WOUNDS AND TREATMENT
Medical Modifier
The patient’s health modifier is used for all treat injury or surgery checks as an unnamed bonus or penalty.
Types of Damage
There are two types: lethal and non-lethal (or subdual).
Lethal damage will kill a creature but non-lethal will not.
Objects are immune to all non-lethal damage.
Both types of damage stack together but non-lethal is used to assessed first to see if the creature has reached 0hp or not.
Non-lethal can do major damage, as lethal does, and is checked against the creatures damage threshold for affects.
Healing
Lethal and non-lethal are removed at the same time, (2) non-lethal then (1) lethal etc until one has been removed completely and then the other removes normally.
Rate
For 8 hours of rest a creature recovers 1+ Health Mod (Min 1). For 24 hours rest they recover 4 x (1+ Health Mod (min1)) instead of the normal 8 hour rest recovery.
Damage to Outer Limbs
Outer limbs, though part of the whole, can be treated separately for aspects of damage.
An arm/ leg/ foot or hand can only reduce the creatures HP by 20% of its normal full hit points, but the total damage is used to assess the damage threshold as usual.
Any part of a limb below that which has received the massive critical hit also becomes non-operational.
EXCESSIVE DAMAGE
It is possible for one attack to do excessive damage to a creature, due to the power of the attack.
Creature Damage Threshold
CDT is equal to the creature’s constitution score, not the modifier, plus 3. Feats and mutations can added or subtract from this score.
If a living creature takes damage it can be affected by the total amount of damage.
DAMAGE FROM SINGLE ATTACK (1): RESULT: EFFECT
CDT : Staggered: Knocked prone (3) and staggered until next round (1) orKnocked Prone (3) and Staggered for 2-5 rounds (2)
2x CDT: Grievous Wounding: Part of body damaged, andFORT DC 10+ ½ damage or drop to -1hp
50hp from single attack: Massive Damage: FORT DC 10 + ½ damage or part of body blown off, and FORT DC 10 + ½ damage or drop to -1 hp
Note:
1. This includes if the armour absorbs some or all of the damage.
2. If the non-lethal and lethal damage breaches the CON
3. Energy type weapons do not knock prone.
Compounding Injuries
You can be forced to make two saves if it is a critical hit and results in both Grievous and Massive damage. Both have two components to the effect as well. Thus a Grievous might not be a critical hit and thus no that location hit is not damaged, but it still requires a FORT save to be made.
DAMAGE AND RECOVERY
When a level of damage is above the CBT the creature has additional affects occur to it.
Required treatment
To remove the affect the creature requires a certain level of medical care and time to remove that affect.
Level of Damage
Staggered
(3x Treat Injury DC15, Rest 8 hours removes modifiers)
Head- -2 all skills, -2m speed, bleed 1
Neck- -1 AC and to hit, bleed 1
Torso- -1 STR and DEX, bleed 1
Arm- -1 STR and DEX (for arm use only), bleed 0
Hand- -2 STR and DEX and skills (for hand use only), bleed 0
Leg- -2m speed, -1 AC, bleed 0
Foot- -2m speed, -2 AC, bleed 0
Grievous
(3/day Treat Injury DC20, minor surgery DC 15, Rest 1d6 weeks removes modifiers)
(FORT save has no affect)
Head- -6 all skills, -4m speed, bleed 3
Neck- -2 AC and to hit, bleed 3
Torso- -4m speed, -2 STR and DEX, bleed 2
Arm- -4 STR and DEX (for arm use only), bleed 1
Hand- -6 STR and DEX and all skills (for hand use only), bleed 0
Leg- -4m speed, -2 AC, bleed 1
Foot- -4m speed, -4 AC, bleed 0
Massive
(3/day Treat Injury DC25, major surgery DC 20, Rest 2d8 weeks removes modifiers)
(If a part is not blown of then this happens pass or fail secondary FORT save result)
Head- -20 all skills, -4m speed, bleed 5
Neck- -6AC and to hit, bleed 5
Torso- 1/2 speed max, -6 STR and DEX, bleed 5
Arm- STR and DEX 1/2 max (for arm use only), bleed 2
Hand- -10 skills, STR and DEX 1/3 max (for hand use only), bleed 1
Leg- speed 1/3 max, -4 AC, bleed 2
Foot- speed 1/4 max, -6 AC, bleed 1
(If a limb is blown off)
Bleed is 6.
Arm/ hand lost: DEX and STR drops to ½ for all but one handed actions.
Leg/ Foot lost: Speed drops to 2m maximum for round, no Dex bonus to AC and –4 AC.
If the head or neck or torso is blown off, then PC is dead.
All modifiers stack together.
Bleed
This is CON loss per round.
Treat Injury check DC10 plus bleed factor.
Ballistic, slashing and piercing weapons add 1 bleed.
Fire reduces 1 bleed (fire seals the wounds)
NON-LETHAL DAMAGE
Non-lethal damage uses the same, except that the creature receives a maximum bleed of 1 (lethal –4) and can not have a limb blown off. It is considered broken, but still useless.
All the above damage recovery time is ½ that for the same lethal wound.
NEAR DEATH AFTER RECOVERY (PERMANENT AFFECTS)
When a creatures hit points drop below zero then, (dying zone), they are permanently injured and suffer side affects from that state.
Health MOD + negative hit points. (The affects stack)
Code:
1- 9 no affect
10 Minor stiffness: -1 one ability
11 Major stiffness: -1 to another ability
12 Over all stiffness: add another -1 to the two abilities
13 Major scarring: CON -1 CHA –1
14+ Chronic Pain: -2 skills, additional -1 CON.
INFECTION
Every time a body point is damaged in combat (except from beam fire type weapons) there is a 25% chance +/–1% per CON modifier that the wound will become infected.
A successful treat injury check DC 15 reduces the chance to 15% +/- 1% per CON modifier, if done within 8 hours.
If a medical kit capable of treating infection is used then it is reduced to straight 1%.
If the wound does become infected then all healing stops. If the infection lasts one week then a FORT save DC15 is made or they lose 1d6 CON (temporary), then every day a new save is made or they lose 1d3 CON (temporary). If they reach 0 CON they die.
Treat Injury DC 20 to stop infection.
BRING BACK THE DEAD
If a dead character is brought to a hospital within a certain time they might be able to be brought back to life.
Code:
PL FORT SAVE
5 20 + damage above -10hp
6 20 + ½ damage above -10hp
7 15 + damage above -10hp
8 10 + damage above -10hp
9 10 + ½ damage above -10hp
Modifiers:
Heal check DC 15 per 10 minutes
Creature stabilised: 0
Creature not stabilised: -2 per attempt failed. Fail 4 attempts and no chance for life!
Per hour: -2
Limb damaged: -6