Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- --- Quick and dirty draft of new Injury and Recovery rules ---
- So, people have been complaining of magical clinic work and chronic adventure goers, because no fun allowed in Four Cannon. I feel at least mostly responsible since I'm somehow our unofficial PnP rule slave and have been slacking in my job. So, you asked for this, we are entering nightmare mode, realistic wounding and recovery rules, may god have mercy on your souls. These rules use ER1,4,7. These rules expand and supersede all previous rules, if in conflict, these count. (Note: The front two legs are considered 'arms' because they can hold things.)
- -- Injuries --
- Wounds, poisons, disease, magic and many other things cause 'injury': A (usually) temporary loss of Hit Points. Injury often results from 'penetrating damage': the damage left over after any appropriate resistances are subtracted. However, disease, overexertion and the like can cause injury without damage.
- If any injury reduces you to 0 or fewer HP, you will soon fall unconscious. You can even go into -HP, but too far and you risk death. Normally, the difference between full HP and death is about 3-5 sword hits, which is both realistic and dramatic. Even in fantasy, heroes rarely shrug off dozens of blows. Instead, they avoid being hit. Armor helps, but fights can be deadly, so think before you act!(!!!)
- - General Injury: Lost Hit Points -
- Repeated wounding eventually causes anyone or anything to weaken and collapse, even if no singly injury is very great. Below are the effects of losing HP, all effects are cumulative.
- Less than 4 HP left - You are reeling from your wounds. Your speed is halved (no real mechanical effect) and you take -2 to AC from inability to dodge properly.
- 0 HP or less - You are in immediate danger of collapse. In addition to the above effect, roll a standard roll each turn. Failure means you fall unconscious. Success means you can act normally, but most roll every turn to remain functioning. An excpetion to this rule is if you do nothing on your turn and only lie still or crawl, in which case you need roll only once every 15 minutes. Once you reach -1HP, you also begin to bleed for 1 damage per turn until you receive first aid.
- -1xHP - In addition to all above effects, you need to immediately roll a standard roll or DIE. If you succeed, you can still function as normal (until you collapse). Roll again each time you receive 10 further points of damage, aka -20, -30 etc. If you fail a roll to not fall unconscious while at -10 or lower, you instead fall into a coma.
- -5xHP - You die immediately. You have lost a total of *6* times your HP, nobody can survive that much injury.
- -10xHP - Total bodily destruction. Of this makes sense given the source of damage - 200 points of arrow wounds leave a messy but recognizable corpse, 200 points of fire injury leaves nothing but an unrecognizable lump of charcoal. The difference can be important if resurrection, reanimation, etc. is possible.
- - Major Wounds -
- A "major wound" is any *single* injury greater than 5 damage. Any lesser injury used to cripple a limb also counts as a major wound. Any major wound requires a standard roll to avoid knockdown and stunning.(see below)
- - Bleeding -
- If you are injured, you may continue to lose HP to bleeding. At the end of every minute after being wounded, roll a standard roll, at -1 per 5 HP lost. On a failure, you bleed for 1 damage. On a nat 1, you bleed for 3 damage. On a nat 20, the bleeding stops. On an ordinary success, you do not bleed this minute, but most repeat the roll next minute. Once the bleeding stops for 3 consecutive minutes, the bleedings stops for good. Otherwise, you or someone else will need to need to bandage you to stop the bleeding. Generally, cutting and piercing wounds bleed, and bludgeoning wounds don't. Generally burning and corrosion wounds don't either, unless they are major wounds, in which case they ooze plasma until properly treated, treat as normal bleeding.
- - Knockdown and Stunning -
- Whenever you suffer a major wound, and whenever you are struck in the head or vitals, you must make an immediate standard roll to avoid knockdown and stunning.
- Modifiers: -5 for a major wound to the face or vitals (or to the groin, if male), -10 for a major injury to the skull or eye
- On a failure, you're stunned. You fall prone (-4 AC) and if you were holding anything, you drop it. This effect is called 'knockdown'. On a 4 or lower, you fall unconscious. While stunned, you may do nothing and are at -4AC. At the end of your turn, you may attempt a standard roll to recover. On a success, you recover next round, on a failure, you remain stunned for the nextx round, but get another roll to recover at the end of that turn...and so on until you recover.
- -- Crippling Injury --
- When using hit locations, sufficient injury to a limb, extremity, or eye may cripple it. This requires a *single* injury that exceeds a certain amount of damage. For a pony these thresholds are:
- Limb (arm, leg, wing): Over 5HP of damage
- Extremity (foot): Over 3HP of damage
- Eye: Any damage over 1 HP
- It is sometimes possible to cripple a limb with less damage or no damage at all with special abilities. A blow to a limb or extremity can never cause more injury than the minimum required to cripple that limb. For example, if you were struck for 9 damage to your arm, you would only lose 6 HP, the limb is then thoroughly busted and additional attacks won't harm the person as a whole further. Exception: No such limitation applies to the eyes.
- Dismemberment: If injury to a body part before the above limits was at least twice what was needed to cripple it, the body part is not just crippled but *destroyed*. A cutting attack or explosion severs a limb or extremity, otherwise, it's irrevocably crushed, burned, etc.
- - Effects of Crippling Injury -
- Any crippling injury is also a major wound, causing knockdown and stunning. Below are additional effects that also occur, all effects also apply to dismemberment as well. These last for the fight's duration, and longer as detailed under duration.
- Hand(This is a front hoof used to hold a weapon or similar): You drop anything you were carrying in that hoof. You cannot hold anything in that hand. You can wear a shield on it, but you cannot attack with it. If any combination of 2 or more hands or feet are crippled, you cannot walk and suffer from the Lame (Crippled Legs) disadvantage.
- Arm(front leg): As for a crippled hand, but while someone with a crippled hand could at least carry something in the crook of the arm, you cannot use a crippled arm to carry *anything*! You do not drop a shield, but cannot use it at all. If an arm or leg is crippled, you are at half movement speed(no effect other than RP really). While one arm is crippled, you take -4 to any task that would require the usage of both, but since ponies normally only have one arm free while standing, there are no other direct combat penalties. If you ever lose more than one of any combination of arms and legs, you fall and can only crawl, suffering from the Lame (Missing Legs) condition.
- Foot(back hooves): If no other foot or hand is crippled, you fall to half move. If any combination of 2 or more hands or feet are crippled, you cannot walk and suffer from the Lame (Crippled Legs) disadvantage.
- Leg(back legs): If no other leg or arm is crippled, you fall to half speed. If you ever lose more than one of any combination of arms and legs, you fall and can only crawl, suffering from the Lame (Missing Legs) condition.
- Eye: You are blind in that eye. Until healed, you have the One Eye condition - or Blindness, if you lose both eyes.
- Wings(count as arms to attack): You cannot fly and if you were airborn, you fall.
- Horn(counts as skull to attack): Your magic is severely crippled and you have maddening headaches. You suffer from Chronic Pain(Mild, 2 hours, on 10 or less) and every attempt at magic automatically critically fails.
- >>>> Interlude: New conditions <<<<
- - Blindness -
- You cannot see *at all*. In unfamiliar environments, you must travel slowly and carefully, or have a companion or guide animal lead you. Many actions are impossible for you, use common sense. You are at -6 to all combat skills. You can use hand weapons, but cannot target a particular hit location. If you are using a ranged weapon, you can only attack randomly, or engage targets so close that you can hear them. All this assumed you are accustomed to blindness. If you suddenly lose your eyesight, you are at -10, just as if it were total darkness. In either case, you at least don't suffer extra penalties for darkness.
- - Chronic Pain -
- You have an injury, disorder or illness that leaves you in severe pain on a regular basis - perhaps even constantly. Examples include Arthritis, bone cancer, migrains or severe unicorn horn wounds. Roll against the 'frequency' of appearance of the pain once per day.(normally 10 or lower triggers an episode) If you roll below that number, you suffer a bout of pain sometime through the day. Pick something appropriate or completely random. While in pain, all rolls pertaining to dexterity (including things such as crafting, climbing, flying etc), intelligence (remembering things, figuring out puzzles etc) or self control for bad temper or similar negative emotions (keeping your cool in general) are at a penalty determined by severity of the pain. Pain attacks last for set 'intervals' after which you may attempt a standard roll to stop the episode. If you fail, the pain continues for another interval until you succeed.
- Severity
- Mild: -2 to rolls.
- Severe: -4 to rolls.
- Agonizing: -6 to rolls.
- Interval
- 1, 2, 4 or 8 hours.
- Frequency of Appearance
- On less than 6, 11 or 16.
- - Lame -
- You have some degree of impaired mobility:
- Crippled Legs: You have all of your legs still attached, but some of them are damaged. For a pony, this means 2 or more damaged legs. You are at -3 to any skill involving your legs and your speed is reduced to half.
- Missing Legs: You have lost some, but not all of your legs. For a pony, this means effectively missing at least 2 legs. You are at -6 to use any skill that requires the use of your legs. Using crutches or a peg leg, you can stand up and walk slowly. Your move is reduced to walking speed. You can still kick, but at the -6 penalty. Without your crutches or peg leg, you cannot stand, walk or kick.
- Legless: You are missing all of your legs. You are at -6 to all skills that require the use of legs and cannot stand, kick or walk at all. You are at 0 move, you cannot walk or crawl even.
- - One Eye -
- You have only one eye. You suffer -1 in combat and all tasks involving hand-eye coordination and a -3 to ranged attacks (unless you take a turn to aim) and rolls to operate any vehicle faster than a horse.
- >>>> Interlude over, back to regular horse injuries <<<<
- - Duration of Crippling Injuries -
- If you suffer from a crippling injury, roll a stadard roll to determine how serious it is. For battlefield injuries, roll at the end of combat. Success means the crippling is temporary, failure means it's lasting, and nat 1 means it's *permanent*. Dismemberment is automatically permanent, no need to roll.
- Temporary Crippling: Until you are back at *full* HP, you suffer the disadvantages described above. Once you are fully healed, the effects disappear.
- Lasting Crippling: You suffered a broken bone, badly torn (or burned) muscle, or other lingering damage. Roll 1d6, this is the number of *months* it will take for the injury to heal. (Our current tech cannot lower this time at all!)
- Permanent Crippling: You lose the use of that body part. It is either nonfunctional or *gone*. You are crippled for life most probably, but there might be ways to cure even this degree of injury.
- -- Death --
- If your character as killed, your stay here in Four Cannon is most probably over, unless maybe the consensus decides a suitably rediculous reason to bring you back is ok.
- - Instant Death -
- Decapitation, a cut throat etc. can kill anyone, regardless of HP. If a helpess or unconscious person is attacked in an obviously lethal way, he's dead. Don't bother to roll for damage, just assume he dropped to -50HP.
- This does not apply to merely *unaware* victims. If you sneak up behind a sentry, you can't automatically kill him. Game it out realistically. Rarget the vitals or neck. Go all out since its a surprise attack. Your attack roll will probably succeed. You will probably inflict enough damage to incapacitate or kill them anyways, but it isn't *automatic*.
- - Dying Actions -
- When a PC or important NPC is killed in any but the most sudden and thorough fashion, the GM should allow a "dying action". If this is a final blow to an enemy, it should take no more than a turn. If it's a deathbed speech, the GM should stretch time a little bit for dramatic purposes! This has nothing to do with realism, but it's fun.
- --- Recovery ---
- The Injury rules may seem harsh, but don't despair! You can get better! ...maybe.
- -- Recovering from Unconsciousness -
- Severe failure on a kockdown roll, a failed roll below 0 HP and many other things can leave you unconscious.
- - If you have 1 or more HP, you awaken automatically in 15 minutes.
- - At 0HP or worse, but above -10HP, make a standard roll every hour. On a success, you wake up and can act normally. You don't need to roll for unconsciousness every round, unless you receive a new injury. All other penalties still apply.
- - At -10HP or below, you are in BAD shape. You get a *single* standard roll after 12 hours to awaken as described above. If you succeed, you awaken and can act as above. BUt if you fail, you won't regain consciousness without medical treatment. Until you receive help, roll a standard roll every 12 hours, if you fail, you *die*.
- -- Natural Recovery --
- Rest lets you recover lost HP, unless the damage is of a type that specifically does not heal naturally. At the end of each day of rest and decent food, make a standard roll. On a success, you recover 1 HP.
- -- First Aid --
- The two main uses for First Aid are bandaging and treating shock.
- - Bandaging -
- It takes one minute to apply pressure or a tourniquet to stop bleeding. This stops all bleeding, but restores *no* HP.
- - Treating Shock -
- After bandaging, the aid giver may take extra time to apply more elaborate dressing and treat a victim for shock. He must keep the victim warm, comfortable, calm and still. After 30 minutes, he may attempt a standard roll modified by medical skills, if any. On a success, the medic restored 1d6-3 HP to the victim, minimum 1 HP. On a net 2, the victim recovers the maximum of 3 HP. On a nat 1, the victim *loses* 2 HP instead of recovering any HP at all!
- -- Surgery --
- Surgery can physically repair damages to the body, but it's *risky* with bad equipment, especially without anestesia and blood typing. The general DC for Surgery is 20, so anyone without prior experience can only succeed on a nat 20.
- Equipment: With our current equipment in 4C, all surgery rolls are at -6.
- Infection: Due to poor sanitarian standards, any surgery patient need roll a roll vs DC 13 to avoid infection after surgery, which causes 1 point of damage per day until the infection is shaken by repeating the roll succesfully. On a nat 1, the patient contracts a terrible malady, up to the player or GM.
- - Stabilizing a Mortal Wound -
- This includes saving a victim in a coma. Each attempt takes on hour. The roll is at -2 if the patient is at -30HP or worse, -4 if he's at -40HP or worse. On a failure, repeated attempts are allowed at a cumulative -2 penalty. If successful, the patient is stable and is unconscious until back to HP that allows rolls to recover, but is in no immediate danger of dying. If the victim dies on the table, Resuscitation(see below) may be possible.
- - Repairing Lasting Crippling Injuries -
- It is possible to fix lasting criplling injuries through surgery rather than leaving it to heal on its own. This takes 2 hours. On a success, measure the injury's remaining recovery time in weeks rather than months. But on a nat 1, the injury becomes permanent!
- - Repairing Permanent Crippling Injuries -
- Radical surgery can fix certain permanent crippling injuries, but this would require advanced prosthetics or transplants and is impossible in 4C.
- -- Medical Care (aka "anti-magic-clinic rules") --
- Anyone under the care of a competent physician gets +1 on all rolls for natural recovery. The healer may also attempt a medical roll to cure patients. Only one physician may roll per patient, but a single physician can care for up to 10 patients. Every 3 days, he may attempt a standard roll modified by any medical boni. On a success, the patient heals 1 HP, on a nat 20, 2 HP. This is in addition to natural healing. A nat 1 however costs the patient 1 HP!
- -- Resuscitation --
- reviving a drowning, asphyxiation or heart attack victim requires resuscitation. Make a standard medical roll at -4. Each attempts takes 1 minute. Repeated attempts are possible, but there is almost always a time limit.
- Cardiopulmonary resuscitation (CPR) and rescue breathing are more effective than earlier forms of resusciation. The penalty to revive victims of drowning or asphyxiation is only -2.
- There you have it, pretty realistic rules for injury and treatment, still missing some shit on disease and poison, some fun tidbits about unhealthy living and missed sleep, but I think this speaks for itself.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement