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<blockquote data-quote="P1NBACK" data-source="post: 5165774" data-attributes="member: 83768"><p>I've updated the OP with some revisions and added the Injury section, which is a custom design based on others ideas. I'll also post here: </p><p></p><p><strong>Injuries</strong></p><p></p><p><span style="font-family: 'courier new'">Hit points represent stamina, vigor, luck and skill in combat. When you run out of those (i.e. drop to 0 or below), you enter a state where you risk injury or death in combat. Injuries act very much like diseases and use the rules found on page 49 of the DMG. </span><span style="font-family: 'courier new'">However, the DCs for moving on the Injury Track differ based on character level, not a level of injury. </span></p><p></p><p><strong>SUFFER INJURY</strong></p><p><strong></strong></p><p><strong></strong></p><ul> <li data-xf-list-type="ul"><strong>End of Combat: </strong>At the end of any combat encounter (or an appropriate situation deemed by your DM), you must roll as many d6s as you have Wound Points. If you roll above 10, but less than 15, you suffer a wound.</li> <li data-xf-list-type="ul"><strong>Gain an Injury of the DM's Choice:</strong> You immediately gain an injury. The DM selects the type of injury based on the types of attacks you suffered during the fight. Feel free to make suggestions, but the DM has the final call.</li> </ul><p></p><p><span style="font-family: 'courier new'"><strong>INJURY ENDURANCE DCs</strong></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Extended Rest: </strong>Generally, you will make an Endurance check after each extended rest to see if your injury stays the same, becomes worse, or gets better. The DC is outlined below and much like treating diseases, an ally can make a Heal check in place of your Endurance check. See the disease rules or Heal skill.</li> <li data-xf-list-type="ul"><strong>Improve: </strong>15 + 1/2 character level.</li> <li data-xf-list-type="ul"><strong>Maintain: </strong>10 + 1/2 character level.</li> <li data-xf-list-type="ul"><strong>Worsen: </strong>less than 10 + 1/2 character level.</li> </ul><p></p><p><strong>LIST OF INJURIES</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Shattered - </strong><em>This is a good option when the character has suffered injuries that affect their ability to carry objects or fight, like a mangled arm or smashed hand. </em><ul> <li data-xf-list-type="ul"><strong>Recovered - </strong>You have completely recovered from your injury.</li> <li data-xf-list-type="ul"><strong>Better - </strong>The initial effects' penalty to attacks and checks becomes -1.</li> <li data-xf-list-type="ul"><strong>Initial Effect - </strong>You gain a -2 penalty to all attacks and Strength or Dexterity based checks.</li> <li data-xf-list-type="ul"><strong>Worse - </strong>You are weakened.</li> <li data-xf-list-type="ul"><strong>Final State - </strong>One of your limbs stops functioning entirely [maybe it needs to be amputated...]. You cannot use your off-hand for carrying or wielding items.</li> </ul></li> <li data-xf-list-type="ul"><strong>Crippled - </strong><em>This is a good option when the character has suffered injuries that inhibit their mobility, like a hurt leg or back. </em><ul> <li data-xf-list-type="ul"><strong>Recovered - </strong>You have completely recovered from your injury.</li> <li data-xf-list-type="ul"><strong>Better - </strong>Your speed is reduced by 1 and the penalty to checks becomes -1.</li> <li data-xf-list-type="ul"><strong>Initial Effect - </strong>Your speed is halved and you take a -2 penalty to all Constitution based checks.</li> <li data-xf-list-type="ul"><strong>Worse - </strong>You are slowed.</li> <li data-xf-list-type="ul"><strong>Final State - </strong>You are immobilized [better get a wheelchair] unless you crawl.</li> </ul></li> <li data-xf-list-type="ul"><strong>Disfigured - </strong><em>This is a good option when the character has suffered injuries that would also alter their physical appearance and/or damage sensory organs, like a swollen face or burnt skin. <br /> </em><ul> <li data-xf-list-type="ul"><strong>Recovered - </strong>You have completely recovered from your injury.</li> <li data-xf-list-type="ul"><strong>Better - </strong>You regain one of the healing surges you lost. The penalty to checks becomes -1.</li> <li data-xf-list-type="ul"><strong>Initial Effect - </strong>You lose two healing surges that cannot be regained. In addition, you take a -2 penalty to all Charisma based checks.</li> <li data-xf-list-type="ul"><strong>Worse - </strong>The DM chooses one: Your vision begins to blur, or your hearing begins going out. If vision, all creatures beyond 10 squares have concealment from you. If hearing, you take a -10 penalty to Perception checks to hear.</li> <li data-xf-list-type="ul"><strong>Final State - </strong>You are blinded or deafened (based on your prior state).</li> </ul></li> <li data-xf-list-type="ul"><strong>Broken - </strong><em>This is a good option when the character has suffered injuries that would damage their mental state, such as a concussion or trauma. </em><ul> <li data-xf-list-type="ul"><strong>Recovered - </strong>You have completely recovered from your injury.</li> <li data-xf-list-type="ul"><strong>Better - </strong>The penalty to checks becomes -1.</li> <li data-xf-list-type="ul"><strong>Initial Effect - </strong>You take a -2 penalty to all Intelligence based checks and each time you become bloodied, you become dazed (save ends).</li> <li data-xf-list-type="ul"><strong>Worse - </strong>Each time you become bloodied, you become stunned (save ends).</li> <li data-xf-list-type="ul"><strong>Final State - </strong>You are catatonic and unable to take any actions.</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="P1NBACK, post: 5165774, member: 83768"] I've updated the OP with some revisions and added the Injury section, which is a custom design based on others ideas. I'll also post here: [B]Injuries[/B] [FONT=courier new]Hit points represent stamina, vigor, luck and skill in combat. When you run out of those (i.e. drop to 0 or below), you enter a state where you risk injury or death in combat. Injuries act very much like diseases and use the rules found on page 49 of the DMG. [/FONT][FONT=courier new]However, the DCs for moving on the Injury Track differ based on character level, not a level of injury. [/FONT] [B]SUFFER INJURY [/B] [LIST] [*][B]End of Combat: [/B]At the end of any combat encounter (or an appropriate situation deemed by your DM), you must roll as many d6s as you have Wound Points. If you roll above 10, but less than 15, you suffer a wound. [*][B]Gain an Injury of the DM's Choice:[/B] You immediately gain an injury. The DM selects the type of injury based on the types of attacks you suffered during the fight. Feel free to make suggestions, but the DM has the final call. [/LIST] [FONT=courier new][B]INJURY ENDURANCE DCs[/B][/FONT] [LIST] [*][B]Extended Rest: [/B]Generally, you will make an Endurance check after each extended rest to see if your injury stays the same, becomes worse, or gets better. The DC is outlined below and much like treating diseases, an ally can make a Heal check in place of your Endurance check. See the disease rules or Heal skill. [*][B]Improve: [/B]15 + 1/2 character level. [*][B]Maintain: [/B]10 + 1/2 character level. [*][B]Worsen: [/B]less than 10 + 1/2 character level. [/LIST] [B]LIST OF INJURIES[/B] [LIST] [*][B]Shattered - [/B][I]This is a good option when the character has suffered injuries that affect their ability to carry objects or fight, like a mangled arm or smashed hand. [/I] [LIST] [*][B]Recovered - [/B]You have completely recovered from your injury. [*][B]Better - [/B]The initial effects' penalty to attacks and checks becomes -1. [*][B]Initial Effect - [/B]You gain a -2 penalty to all attacks and Strength or Dexterity based checks. [*][B]Worse - [/B]You are weakened. [*][B]Final State - [/B]One of your limbs stops functioning entirely [maybe it needs to be amputated...]. You cannot use your off-hand for carrying or wielding items. [/LIST] [*][B]Crippled - [/B][I]This is a good option when the character has suffered injuries that inhibit their mobility, like a hurt leg or back. [/I] [LIST] [*][B]Recovered - [/B]You have completely recovered from your injury. [*][B]Better - [/B]Your speed is reduced by 1 and the penalty to checks becomes -1. [*][B]Initial Effect - [/B]Your speed is halved and you take a -2 penalty to all Constitution based checks. [*][B]Worse - [/B]You are slowed. [*][B]Final State - [/B]You are immobilized [better get a wheelchair] unless you crawl. [/LIST] [*][B]Disfigured - [/B][I]This is a good option when the character has suffered injuries that would also alter their physical appearance and/or damage sensory organs, like a swollen face or burnt skin. [/I] [LIST] [*][B]Recovered - [/B]You have completely recovered from your injury. [*][B]Better - [/B]You regain one of the healing surges you lost. The penalty to checks becomes -1. [*][B]Initial Effect - [/B]You lose two healing surges that cannot be regained. In addition, you take a -2 penalty to all Charisma based checks. [*][B]Worse - [/B]The DM chooses one: Your vision begins to blur, or your hearing begins going out. If vision, all creatures beyond 10 squares have concealment from you. If hearing, you take a -10 penalty to Perception checks to hear. [*][B]Final State - [/B]You are blinded or deafened (based on your prior state). [/LIST] [*][B]Broken - [/B][I]This is a good option when the character has suffered injuries that would damage their mental state, such as a concussion or trauma. [/I] [LIST] [*][B]Recovered - [/B]You have completely recovered from your injury. [*][B]Better - [/B]The penalty to checks becomes -1. [*][B]Initial Effect - [/B]You take a -2 penalty to all Intelligence based checks and each time you become bloodied, you become dazed (save ends). [*][B]Worse - [/B]Each time you become bloodied, you become stunned (save ends). [*][B]Final State - [/B]You are catatonic and unable to take any actions. [/LIST] [/LIST] [/QUOTE]
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