Wounds - Optional Rules
Shock
- Whenever you are hit reduce DEX and IQ by the number of HP lost (max -4) for your next turn.
- This does not affect Defense rolls or other defensive reactions.
Major Wound
- When you take damage greater than half of your HP in one hit or receive a Crippling Wound roll HT to avoid Knockdown and Stunning.
Knockdown and Stunning
- A Major Wound or damage to the head or vitals triggers an HT roll to avoid stun, falling, and dropping anything held.
- -5 if a Major Wound to face, vitals or groin
- -10 if a Major Wound to skull or eye
- +3 if High Pain Threshold, and -4 if Low Pain Threshold
Stunned
- Do Nothing on next turn.
- All Active Defenses at -4
- Roll against HT or IQ at the end of each turn to act normally
Mortal Wounds
- Failing a HT roll to avoid death by 1 or 2
- Incapacitated (Unconscious)
- Failing any further HT rolls kills you
- Make a HT roll every half hour
- On a Critical Success you are no longer mortally wounded (still incapacitated)
Bleeding
- At the end of every minute after being wounded make a HT roll at -1 per 5 HP lost.
- Failure lose 1 HP (Critical Failure lose 3 HP)
- 3 consecutive Successes: bleeding stops
- Critical Success: bleeding stops
Last Wounds
It can happen that a sorely wounded hero is knocked out, or even killed, by a 1 HP blow to the foot.
There are those who find this unrealistic. If you wish, use this optional rule:
Once you have less than 1/3 your HP left, you can totally ignore any wound to a limb or extremity unless:
- (a) it is a critical hit;
- (b) it is enough to cripple that body part; or
- (c) it inflicts injury equal to 1/3 your HP or more at once.
This content is based on GURPS, but is not strictly GURPS rules.
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 at the 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.