Wounding & Damage

Damage

All creatures have hit points, and whenever they take damage, they loose hit points equal to the damage taken that way. Damage can be done from many sources and damage also has several different Damage Types and Categories.

Damage Types

Physical

Physical Damage is the most common kind of damage present. All weapons deal any kind of physical damage. It's generelly resisted by Evasion or Strength checks.

Elemental

Elemental Damage comes from chemical reactions that cause immense stress on the body in one way or another. It's generelly resisted by Evasion or Strength checks.

Toxic

Toxic damage deals damage directly to the body reguardless of the target's defenses. Unlike other damage, any damage source from Toxic completely ignores Damage Reduction from armor and similiar effects. It's generelly resisted by Immunity checks.

Dealing Wounds

Whenever someone is hit by a critical hit, they are inflicted with a Wound. The type of wound they gain is based on the type of damage dealt by the spell or weapon. When you roll the Bonus 1d6 Damage from a Critical Hit, depending on the number rolled by that die, that determines the Wound that you deal. That die is also Referred to as the Wound Die.

Exhaustion From Wounds

Whenever you gain a wound, you also gain a level of Exhaustion. You only gain a single level of Exhaustion from the wound itself, not the condition. (For Clarification, you only gain one level of Exhaustion from Cut off Limb, even though you also gain bleed.)

Damage From Wounds

Sometimes, wounds in themselves can cause damage, Like from Bleed or Ignited. These damages work differently in that they Ignore Damage Reduction from armor.

Physical Wounds

Woulds dealt by swords, maces, bows, etc.

Listed Wounds

Wounds here are listed and detailed in alphabetical order.
Bleed
The target gains a level of bleed. At the start of their turn, they take 1d3 Bleed Damage, for each level of bleed they have, they take an additional 1d3 bleed damage. Any target may attempt a Medicine check, DC 15. On a success, the target loses a level of bleed.
Staggered
The target is staggered. At the start of their turn, their Action Point total is reduced to half, round down. This lasts until the start of their next turn.
Stunned
The target is staggered. At the start of their turn, their Action Point total is reduced to 0 This lasts until the start of their next turn.
Broken Limb
A limb is broken. The GM chooses a limb at random or rolls 1d4, Left Leg, Left Arm, Right Leg, Right Arm. Until healed, any Action that requires that limb to be used has -10 to succeed. If a leg is broken, their movement speed is halved, round down.
Cut off Limb
A limb is cut off. The GM chooses a limb at random or rolls 1d4, Left Leg, Left Arm, Right Leg, Right Arm. Until healed, any Action that requires that limb to be used automatically fails. If a leg is broken, they cannot stand and must move while prone. In addition, you gain a level of bleed.

Magic Wounds

Wounds caused by magical means.

Listed Magical Wounds

Atomic Burn
The target gains a level of Atomic Burn. At the start of their turn they roll 1d6. On a 6 or higher, they take 1d8 radiant damage. For every additional level of Atomic Burn they have, they need roll 1 less higher than 6 to take the radiant damage. At the end of their turn, they can make an Immunity Resistance Check DC 15. On a success, the effect ends. This effect lasts for one minute.
Aftershock
The target is shocked. At the start of their turn, they roll 1d6. On a 5-6, they have -4 on all ability checks until the start of their next turn. This lasts for one minute.
Burn
The target is burned. You have -2 on all ability checks, this lasts for one minute.
Fatigue
The target is affected by Fatigue. At the start of their turn, they roll 1d6. On a 5-6, they’re stunned until the end of their turn. This lasts for one minute. At the end of their turn, the target may make an Immunity (Stamina) check, DC 15. On a success, they end the Fatigue.
Flesh Melt
The target’s flesh is melted away. The GM chooses a limb at random or rolls 1d4, Left Leg, Left Arm, Right Leg, Right Arm. Until healed, any Action that requires that limb to be used has -10 to succeed. If a leg is melted, their movement speed is halved, round down. In addition, you gain a level of bleed.
Frostbite
The target’s limb is frostbitten. The GM chooses a limb at random or rolls 1d4, Left Leg, Left Arm, Right Leg, Right Arm. Until healed, any Action that requires that limb to be used has -4 to succeed. If a leg is frostbitten, their movement speed is halved, round down. This lasts for the next minute.
Frozen
The target is frozen in place. Your movement speed is reduced to 0ft. While frozen this way you have -10 on all reflex checks. At the end of their turn, the target may make a Strength (Brawn) check, DC 15. On a success, they break free and are no longer frozen. This lasts for the next minute.
Ignited
The target gains a level of Ignited. At the start of their turn, they take 1d4 fire damage. for each level of Ignited they have, they take an additional 1d4 fire damage. At the end of their turn, the target may make a Reflex (Dexterity) check, DC 15. On a success, they end the Ignited condition.
Lethargy
The target is lethargic. At the start of their turn, after rerolling prowess dice, they lose one prowess die.
Nausea
The target becomes nauseated. At the start of their turn, they roll 1d6. On a 5-6, they become Staggered until the start of their next turn. At the end of their turn, they can make an Immunity Resistance Check DC 15. On a success, the effect ends. This effect lasts for one minute.
Rot
The target begins to rot. They have -4 against all Immunity (Stamina) checks. In addition, at the start of their turn, they roll 1d6. On a 6, they gain a Disease at random determined by the GM. If they gain a disease this way, the Rot condition ends. At the end of their turn, the target may make an Immunity (Stamina) check, DC 10. On a success, they end the Rot. This effect lasts for one minute.
Paralysis
The target is paralyzed. At the start of every turn, they are stunned. At the end of their turn, the target may make an Immunity (Stamina) check, DC 15. This effect lasts for one minute.

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