Thursday, October 27, 2011

Maiming and Laming PCs

As I am trying to run a grim dark campaign world I like the idea of my PCs being properly beaten and hacked apart in combat.

I use this system in conjunction with a modified HP system for 3.5. Essentially the HP of all mortal creatures (at GMs discretion) and characters is changed to their Con score with additional fixed numbers per hit die they would normally receive. Sorcerers and Wizards receive not d4 + con bonus HP per level, but rather 1 hit point. Rogues with d6 hit die per level receive +1 HP on odd levels, and +2 HP on even levels. Classes with D8 hit die per level receive +2 HP per level, D10 equates to +2/+3 and D12 to +3. Thus characters have a lot less health, but peasants and NPCs have more, so a peasant can indeed survive several dagger stabs, just not as many as a trained warrior. In my system Armour also provides damage reduction as well as an AC bonus.

ANYWAY.
The injury system. This takes inspiration from DH and M&M.

When a mortal creature (PC, NPC or animal) takes damage they must make a Fortitude save to avoid Injury. The DC is 5+ the damage they receive (after Armour DR in this case).

If they pass it is assumed that they grit their teeth and keep on fighting, or manage to place themselves so that whilst they take damage, they have avoided the most serious part of the damage. A fail indicates the degree to which they are injured via the following table.

Degree of Failure

What Happens

Effects

1-5

STAGGERED

Blood in eyes, dazed, still reeling from attack

The creature may only make a half action in their next turn and any checks they make in that turn are a -4, including attempts to attack. They are also counted as flat footed.

6-10

INJURY

Cracked Ribs, Major Laceration, Concussion, Mangled fingers

They are staggered, in addition the creature beings to bleed and has a 10% chance per round until treated of losing 1 hp. They in addition suffer a -2 penalty on an appropriate score or ability checks (refer to where they are hit). This penalty lasts for 3d6 days. A DC 15 heal check stops the bleeding and a DC 20 Heal check reduces the penalty to -1.

11-15

SERIOUS INJURY

Broken bones, cracked skulls, severing of tendons, loss of hand or foot

They are staggered, in addition they bleedat 1 hp per round. They suffer a -4 penalty on the appropriate score or ability check. This penalty lasts for 6d6 days. A DC 15 heal check stops the bleeding and a DC 20 Heal check reduces the penalty to -2.

15+

CRITICAL INJURY

Loss of limb, instant unconsciousness, evisceration

The creature immediately falls prone. They bleed at 1 hp per round. A fortitude save of DC20 and full action is required to stand back up and keep fighting. They suffer -6 to the relevant ability score checks which lasts for 6d6 days. A DC 15 heal check stops the bleeding and a DC 20 Heal check reduces the penalty to -4 for those 6d6 days, however even after this time is over the penalty will not go away entirely, it remains permanent at -2. This result is also likely to result in permanent loss of limb.

I then use the WFRP D100 hit allocation system to figure out where the character is hit and therefore apply a relevant negative, both shown below.

1-15 HEAD - penalty on all checks

16-30 RIGHT ARM – penalty on strength or attack rolls

31-45 LEFT ARM – penalty on strength or attack rolls

46-70 BODY – penalty on con score

71-85 RIGHT LEG – penalty on dex or move speed

96-100 LEFT LEG – penalty on dex or move speed

While the system above is fine, to generate more specific injuries I use an expanded breakdown. This is so that I don't fall back to GM fiat as to whether a player loses a limb or hand, but rather both my players and I know the possible outcomes of a given circumstance.

I use the D100 allocation roll to determine where the attack hits, and then provide DCs of reflex saves to avoid losing that bit of a body based on how bad the injury is. I use reflex saves as I figure that they are the most appropriate save, modelling a character avoiding the worst result, but still being heinously injured just not completely limbless. Note that in this breakdown when i use a certain injury type, I also mean that greater injury results also entail that possibility (eg: a Serious Injury incurs the same result as a Injury if there are specific effects).

HEAD (1-15) Injuries result in penalties to all checks. A serious injury result on any head check results in unconsciousness if a DC15 reflex save is failed. A critical injury result hit requires a DC20 reflex save to avoid decapitation and instant death, and even if passed the character is considered to be immediately unconscious. In addition see below.

1-2 EYES - A Serious Injury failed reflex save of DC20 results in the loss of an eye (-4 to spot permanently with losing the second resulting in blindness).

3-4 EARS –An Injury and failing a reflex save of DC 15 and they lose an ear (-1 to listen permanently).

5-6 NOSE –A Serious Injury and failing a reflex save of DC 20 results in loss of nose (-4 Charisma permanently).

7-15 REST OF HEAD – No risk of additional maiming.

RIGHT ARM (16-30) Injuries result in a penalty to attack rolls and any relevant skill checks requiring the arms use, eg: Climb, Pick Lock. In addition see below.

16-20 HAND – If an Injury failure of a DC 15 reflex save results in loss of a finger, if a Serious Injury a DC20 reflex save is required to avoid losing that hand.

20-25 FOREARM – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the forearm.

26-30 UPPER ARM/SHOULDER – In addition to the attack bonus penalty injuries on this part of the body cause a strength penalty of the same magnitude. If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the entire arm.

LEFT ARM (31-45) Injuries result in a penalty to attack rolls and any relevant skill checks requiring the arms use, eg: Climb, Pick Lock. In addition see below.

31-35 HAND – If an Injury failure of a DC 15 reflex save results in loss of a finger, if a Serious Injury a DC20 reflex save is required to avoid losing that hand.

36-40 FOREARM – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the forearm.

41-35 UPPER ARM/SHOULDER – In addition to the attack bonus penalty injuries on this part of the body cause a strength penalty of the same magnitude. If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the entire arm.

BODY (45-70) – Penalties are to Constitution. In addition see below.

45-57 ABDOMEN – No additional maiming, just make sure to describe suitably gruesome evisceration, and maybe make the character hold in their entrails if they are Critically Injured and fall prone.

58-70 CHEST – In addition the Constitution penalty they take an Attack Bonus penalty as well.

RIGHT LEG (71-85) Penalties are to Dexterity and to Movement speed.

71-78 THIGH – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the entire leg.

79-83 LOWER LEG – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing everything below the knee.

84-85 FOOT – If a Serious Injury a DC20 reflex save is required to avoid losing the foot.

LEFT LEG (86-100) Penalties are to Dexterity and to Movement speed.

86-93 THIGH – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing the entire leg.

94-99 LOWER LEG – If a Critical Injury is received here a DC 20 reflex save is required to avoid losing everything below the knee.

99-100 FOOT – If a Serious Injury a DC20 reflex save is required to avoid losing the foot.

Unfortunately none of my PCs have lost a body part yet. Though our Dwarf Cleric did get eviscerated quite nicely by a fellow PC, who whilst frenzied got a critical hit on him with a greatsword. The party is now trying to journey to the Elves to beg them for regeneration so the Cleric can get the 2 Constitution, he lost from the evisceration, back. It was pretty funny when it happened, almost as funny as when said greatsword wielding frenzied warrior almost killed another PC because said PC was a werewolf, and no one, not even the werewolf PC knew about it yet. The greatsword fighter and the werewolf characters are also brothers in game.

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