KaorinSakura

Bodypart damage;How does it work?

Oct 15th, 2015
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  1. Bodypart Damage;how does it work?
  2.  
  3. As we all know, everyone has a number of hit points that, when reduced, causes a nondescript arbitrary injury of some significance that no one cares about until it reduces a combat stage they actually use or it hits a threshold where you've lost a number of hit points that you actually begin to notice it or you become Heavily Injured and now doing things have consequences.
  4.  
  5. Back in PTA, there was mention of broken limbs, in AEB there are a few items/abilities that reference regeneration of severed limbs. But no detail into how one would break or lose a limb and what effects it would have. This here is to handle those mysteries.
  6.  
  7. What's the purpose?
  8.  
  9. The purpose isn't to make the game more complicated (because it does, and yes, I'm aware of it) but instead to offer an interesting and new approach to combat situations as well as introduce another level of realism/simulationism into the game. People break bones, have sprains, lose limbs and having someone chop at your arm with a sword just might lop it off. Or vice versa, that being, you trying to cut off the other guys head. It's also there to make combat more deadly and less desirable as bad things happening is more likely.
  10.  
  11. How's it work?
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  13. Well, the short of it is, you gots some bodyparts that has HP and take damage separately from your current HP. If it hits 0 HP, bad things happen. If they continue to take damage, more bad things happen. If you lose the limb, you might die, depending on what limb it is or you might start bleeding to death if it doesn't outright kill you.
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  15. The long part of it is the mechanic listed below. As a note, I only did Bipedal Tailless since that's what most of the trainers are. If this ends up being interesting to people I can easily finish the rest of the bodyshapes - and no - it won't be an equal playing field as some bodyshapes have more limbs or less.
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  19. Called Shots and Bodyparts
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  21. If you do not Call Shot a particular Bodypart when you hit and deal damage a Bodypart will be randomly determined to suffer damage, resisting it one additionally step.
  22.  
  23. If you do Call Shot a particular Bodypart, you suffer an accuracy penalty for doing so depending on the bodypart being targeted and if you hit the Bodypart suffers damage normally (that is, it won't resist the damage an additional step).
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  25. Regardless of whether or not you perform a Call Shot, the targets Current HP suffers the damage as it normally would.
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  27.  
  28.  
  29. Bodyparts and damage
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  31. When a bodypart is reduced to 0 or less HP the creature suffers an injury and the bodypart becomes disabled. If the bodypart suffers damage again it becomes crippled. If the bodypart suffers damage while crippled, the creature suffers an injury and the bodypart becomes broken. If the bodypart is reduced to -200% HP or less, after its been broken, the bodypart is severed.
  32.  
  33. In some cases a severed bodypart kills the creature but otherwise the creature begins bleeding out continually until it is medically treated or the bodyparts HP (despite being severed) is restored to 1 or more HP.
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  35.  
  36. Healing bodypart damage
  37.  
  38. Some abilities, features or items will restore damaged bodyparts to their former glory. However, damaged bodyparts can recover on their own as long as its only as bad as broken. A severed bodypart cannot heal on its own.
  39.  
  40.  
  41.  
  42. Bodyparts and HP
  43.  
  44. Bodyparts have their own, separate, HP from the creatures current or Max HP. Though, their own HP is based on the creatures Max HP, and the reduced HP from injuries does not affect any bodyparts HP.
  45.  
  46.  
  47.  
  48. ***Bipedal Tailless Bodyparts***
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  50.  
  51.  
  52. This bodyshape has six areas of interest: Head, Torso, Left Arm, Right Arm, Left Leg and Right Leg.
  53.  
  54. If a creature doesn't use Call Shot when targeting a bipedal tailless creature, a bodypart is randomly chosen. To determine which is chosen, roll a d12.
  55. Result 1-2: Left Arm
  56. Result 3-4: Right Arm
  57. Result 5-6: Left Leg
  58. Result 7-8: Right Leg
  59. Result 9-11: Torso
  60. Result 12: Head
  61.  
  62.  
  63.  
  64. Head
  65. HP = 15% of Max HP
  66.  
  67. Disabled: Creature suffers a -3 Penalty to Accuracy and Perception Checks.
  68. Crippled: Creature suffers a -5 Penalty to Accuracy and Perception Checks. At the start of the creatures turns it must succeed a DC5 Save Check (Palsy) or their turn immediately ends.
  69. Broken: Creature suffers a -10 Penalty to Accuracy and Perception Checks. At the start of the creatures turns it must succeed a DC10 Save Check (Palsy) or their turn immediately ends.
  70. Severed: The creature dies.
  71.  
  72. Injury: Accuracy
  73.  
  74. __________________
  75.  
  76. Torso
  77. HP = 50% of Max HP
  78.  
  79. Disabled: Creature suffers a -1 Penalty to Accuracy, a -2 Penalty to all Body Skill Checks, cannot use the Jump capability, can only use the movement capabilities Burrow, Overland, Swim and Teleport and suffer a -2 penalty to these movement capabilities (minimum 2).
  80. Crippled: Creature suffers a -2 Penalty to Accuracy, a -4 Penalty to all Body Skill Checks, cannot use the Jump capability, can only use the movement capabilities Burrow, Overland, Swim and Teleport and suffer a -4 penalty to these movement capabilities (minimum 2).
  81. Broken: Creature suffers a -4 Penalty to Accuracy, a -8 Penalty to all Body Skill Checks, cannot use the Jump capability, can only use the movement capabilities Burrow, Overland, Swim and Teleport and suffer a -8 penalty to these movement capabilities (minimum 2).
  82. Severed: The creature dies.
  83.  
  84. Injury: Defense or Special Defense
  85.  
  86. __________________
  87.  
  88. Left Arm
  89. HP = 30% of Max HP
  90.  
  91. Disabled: The creature loses access to their Main-Hand or Off-Hand Slot (depending on whether or not they're Left Handed. Main-Hand if they are, Off-Hand if they aren't).
  92. Crippled: The creature loses access to their Main-Hand or Off-Hand Slot (depending on whether or not they're Left Handed. Main-Hand if they are, Off-Hand if they aren't) and suffer a -5 penalty to damage.
  93. Broken: The creature loses access to their Main-Hand or Off-Hand Slot (depending on whether or not they're Left Handed. Main-Hand if they are, Off-Hand if they aren't) and suffer a -10 penalty to damage.
  94. Severed: The creature loses access to their Main-Hand or Off-Hand Slot (depending on whether or not they're Left Handed. Main-Hand if they are, Off-Hand if they aren't), their Hand slot for that bodypart and -5 penalty to damage until the bodypart is restored.
  95.  
  96. Injury: Attack or Special Attack
  97.  
  98. __________________
  99.  
  100. Right Arm
  101. HP = 30% of Max HP
  102.  
  103. Disabled: The creature loses access to their Main-Hand or Off-Hand Slot (depending on whether or not they're Right Handed. Main-Hand if they are, Off-Hand if they aren't).
  104. Crippled: The creature loses access to their Main-Hand or Off-Hand Slot (depending on whether or not they're Right Handed. Main-Hand if they are, Off-Hand if they aren't) and suffer a -5 penalty to damage.
  105. Broken: The creature loses access to their Main-Hand or Off-Hand Slot (depending on whether or not they're Right Handed. Main-Hand if they are, Off-Hand if they aren't) and suffer a -10 penalty to damage.
  106. Severed: The creature loses access to their Main-Hand or Off-Hand Slot (depending on whether or not they're Right Handed. Main-Hand if they are, Off-Hand if they aren't), their Hand slot for that bodypart and -5 penalty to damage until the bodypart is restored.
  107.  
  108. Injury: Attack or Special Attack
  109.  
  110. __________________
  111.  
  112. Left Leg
  113. HP = 30% of Max HP
  114.  
  115. Disabled: Creature has all their movement capabilities reduced by half, their jump capabilities reduced by half and suffer a -3 Penalty on Acrobatic Checks.
  116. Crippled: Creature has all their movement capabilities reduced by half, their jump capabilities reduced by half and suffer a -6 Penalty on Acrobatic Checks.
  117. Broken: Creature has all their movement capabilities reduced by half, their jump capabilities reduced by half and suffer a -10 Penalty on Acrobatic Checks.
  118. Severed: Creature has all their movement capabilities reduced by half, their jump capabilities reduced by half, suffer a -5 and cannot perform the Full Retreat Action or the Shuffle Action until the bodypart is restored.
  119.  
  120. Injury: Speed
  121.  
  122. __________________
  123.  
  124. Right Leg
  125. HP = 30% of Max HP
  126.  
  127. Disabled: Creature has all their movement capabilities reduced by half, their jump capabilities reduced by half and suffer a -3 Penalty on Acrobatic Checks.
  128. Crippled: Creature has all their movement capabilities reduced by half, their jump capabilities reduced by half and suffer a -6 Penalty on Acrobatic Checks.
  129. Broken: Creature has all their movement capabilities reduced by half, their jump capabilities reduced by half and suffer a -10 Penalty on Acrobatic Checks.
  130. Severed: Creature has all their movement capabilities reduced by half, their jump capabilities reduced by half, suffer a -5 and cannot perform the Full Retreat Action or the Shuffle Action until the bodypart is restored.
  131.  
  132. Injury: Speed
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