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Limb health

6,465 bytes added, 21:46, 18 June 2023
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== Limb groups ==
''"Limb group" and "Limb groups" redirect here.''
Every limb body part belongs to a '''limb group''', which in turn determines the amount of HP each limb in that group possesses.
{| class="wikitable sortable" style="font-size:10pt;text-align:center"
| UPPER BODY group<br/>LOWER BODY group || 4/7 Base (Upper)<br/>3/7 Base (Lower) || Torso (Upper)<br/>Hips (Lower) || 1.0x || No penalty || Used if the creature has different limbs for the upper and lower body.<sup>[[Limb health#Body groups|(*)]]</sup>'''
|-
| LIMB group || 2/7 Base || Arms<br/>Legs || 2/7 Base || '''0.4x5x''' || No penalty ||
|-
| EXTREMITY group || 1.5/7 Base || Hands<br/>Feet || '''0.5x''' || '''[[FT]] +1''' || Small body part<sup>[[Limb health#Small body parts|(*)]]</sup>'''
|}
* The [[Pain]] multiplier column is a multiplier to the amount of [[Pain]] inflicted to on the target when attacking this body part. (i.e. aiming at an enemy's head will, if you hit, inflict 1.5x Pain to them)* The [[Accuracy]] penalty is a penalty on [[FT]] inflicted to the attacker, when attacking this body part. (i.e. aiming at an enemy's head will reduce your accuracy, giving you a an FT +1 malus)
=== Base Limb Health Value ===
Every creature in the game has Character sheets make reference to a statistic called '''Base Limb Health Value''', from which the HP of all of their limbs can be calculated. This value is a general indicator of how big and tough (or how "beefy") that particular creature character is. The Base Limb Health Value of a playable species is equal to their default '''Upper body HP + Lower body HP'''.
For a human, that value is '''70'''. Because the HP of a Head is calculated as being equal to 1/7 Base, 70 divided by 7 equals 10, thus the head of an average human has '''10 HP'''.
The same calculation may be applied It is possible to other creatures, have a multiplier to one's base limb health value during [[character creation]] and the same logic applies for them. Although this wiki will provide already calculated start with more (or less!) limb health values than would be normal for all creatures in the gameyour species. For an already existing character, as a courtesy and time-saving measure, if you wanted the only way to create new types of creature and needed increase limb max HP is to assign perform limb training at a [[Dojo]]. The max limb HP gained there acts as an effect and does not change base limb health value (and therefore does not change [[Daily Reset]] values, this is the method used to do so).
ItBase limb health values for all playable species:{| class="wikitable sortable" style="font-size:10pt;text-align:center"|-! Base Limb Health Value !! Species|-| 's not normally possible to change the max HP of a creature's limbs, though it is possible to have a multiplier to one's base limb health value during 150''' || [[character creationOni]] and start with more (or less!) limb health than would be normal for your species.|-| '''90''' || [[Guhin]]<br/>[[Tengu]]|-| '''88''' || [[Kirin]]|-| '''77''' || [[Equine halfling]]|-| '''75''' || [[Hakutaku]]|-| '''70''' || [[Human]]<br/>[[Canine halfling]]<br/>[[Feline halfling]]<br/>[[Lagomorph halfling]]<br/>[[Salientia halfling]]<br/>[[Tanuki]]|-| '''63''' || [[Murid halfling]]|-| '''60''' || [[Kasha]]|-| '''56''' || [[Squamata halfling]]<br/>[[Kitsune]]<br/>[[Satori]]|-| '''46''' || [[Jorougumo]]|-| '''42''' || [[Kappa]]|-| '''35''' || [[Yousei]]|}
=== Body groups ===
* '''Eyes''' and '''beaks''' are typically located on the '''HEAD'''.
** If any attack successfully strikes an '''eye''', it is immediately destroyed regardless of actual damage inflicted. If all eyes of a creature have been destroyed but survived the process, they get a permanent [[Effects#Accuracy|Blindness]] effect.
* The '''crotch''' is typically located on the '''LOWER BODY'''.
Most weapons and attacks have a '''Limb Damage Value''', or '''LDV''', expressed as a numeric value with no decimals, and either a '''+''' or a '''-''' sign.
For each successful hit, one must roll for limb damage, which is '''1d8 + LDV'''. So For example, when a weapon is listed described as being '''LDV+3''', it means that for each successful hit with this weapon, the limb damage check is '''1d8 +3'''. Various extra modifiers and multipliers may be applied before knowing the true amount of limb damage (most important of all being [[Armor Class]]), but this basic principle applies in all checks involving limb damage.
When sustaining limb damage, a creature is at risk of losing '''limb HP''' and sustaining '''injuries'''. These effects are detailed in full here.
Depending on the amount of HP remainingrelative to its maximum, each limb may be in one of four different states: '''Healthy''', '''Damaged''', '''Disabled''', and '''Severed'''listed on the table below.
It is important to understand that limb HP cannot go higher than the listed maximum, but can go under 0 and has no effective lower limit. This is important, especially to differentiate between disabled and severed limbs. See the table below:
** Another way to explain it is that negative half maximum corresponds to the amount of HP a limb would be left with if it sustains an amount of damage equal to 1.5x their maximum value (1.5x 20 is 30, and 20 - 30 = -10.)
=== Effect tables Table of effects === As listed on the table above, a limb is considered '''damaged''' if its HP fell under half maximum, but are above 0. The effects depend on the group it belongs to:
{| class="wikitable sortable" style="font-size:10pt;text-align:center"
! Limb group !! Effects when <span style="color:#FF8800">'''damaged'''</span> !! Effects when <span style="color:#DD0000">'''disabled'''</span> !! Effects when '''Severed'''
|-
| HEAD || [[FT]] +1 || '''Death''' || '''Death'''
|-
| BODY or UPPER BODY ||[[Pain Sensitivity]] +10% || '''Death''' || '''Death'''
|-
| LOWER BODY ||[[Effects#Body|Limping]] || [[Effects#Body|Crippled]] || '''Death'''
|-
| LIMB ||[[Strength]] -10% || [[Strength]] -20% || Same as Disabled + see [[Limb health#Notes|notes]]
|-
| EXTREMITY ||[[Strength]] -10% || [[Strength]] -20% || Same as Disabled + see [[Limb health#Notes|notes]]
|}
* Keep in mind the [[Effects#Healing|Light or Strong Limb healing]] effects when healing limbs with a [[Meds|First Aid Kit or Field Surgery Kit]].* If multiple body parts in the same group are damaged, disabled or severed, the effects stack together multiple times. ==== Notes ==== Permanent loss of a body part in the LIMB or EXTREMITY group may not necessarily result in death, but it may cause debilitating effects at the discretion of the GM, including but not limited to:* Arms, hands: Prevent a character from using two-handed weapons/dual-wielding, or any weapons at all.* Legs, feet: Being affected with [[Effects#Body|Limping]] or [[Effects#Body|Crippled]] even if the hips did not sustain damage.* Wings: If the character has the Flight ability, losing one or both wings (WIPor even simply disabling them)may result in losing this ability.* Horns: If the character has an attack involving horns, losing horns may either severely reduce the amount of damage dealt, or prevent using the attack entirely. Generally speaking, disabled limbs can be survived, but severed limbs should result in extremely severe consequences; even if they don't end in death, it may well spell the end of their adventures. Unless a very good reason can be worked out between the GM and the players, such characters should be retired as they likely won't be in any kind of fighting or adventuring shape anymore for the rest of their lives.  = Injuries =''"Injury" redirects here.'' If an attack hits successfully and deals at least 1 point of limb damage, that attack may cause an '''injury'''. Whether or not an injury is successfully caused depends on the attack's [[damage types|damage type]] and the [[proof ratings]] of the target's clothing and armor (if any are applicable). As a rule of thumb, in order to cause an injury, an attack must deal either '''1+ damage''' (no proof rating), '''5+ damage''' ('''-resistant''' rated) or '''9+ damage''' ('''-PROOF''' rated). There are two types of injuries: '''fractures''' and '''wounds'''. Wounds have two subtypes: '''light wounds''' and '''deep wounds'''. == Fractures ==''"Fracture" and "Broken bone" redirect here.'' '''Fractures''' or '''broken bones''' are a type of injury where the bones supporting the affected limbs have sustained cracks, fissures, or even broke cleanly into multiple pieces. Fractures are typically caused by [[damage types|Blunt-type damage]] and are the rarest type of injury. Barring a rare type of [[mushrooms|mushroom]], there are no [[meds]] that can fix fractures, and the only way to heal a fracture is to visit a hospital and have the bones treated for repair. The effect of a fractured limb is simple: even if it has enough HP to be in the <span style="color:#008800">'''healthy'''</span> range, it is treated as <span style="color:#FF8800">'''damaged'''</span> instead.* For characters with the '''[[Character traits|Brittle bones]]''' trait, a fractured limb is treated as <span style="color:#DD0000">'''disabled'''</span> instead of damaged. This means that HEAD and UPPER BODY fractures '''are instantly fatal'''. If an already fractured limb were to sustain another fracture-inducing hit, there are no additional effects; what's already broken remains broken. === Skeleton types ===''"Skeleton type" redirects here.'' [[Creatures]] may have one of three different skeleton types, which all have an effect on their ability to receive fractures. Each one is represented by a corresponding icon. * [[File:Has bones.png]] '''Has bones''' - This creature has a skeleton and can receive fractures normally.* [[File:No bones.png]] '''No bones''' - This creature does not have a skeleton at all and is therefore completely immune to fractures.* [[File:Sturdy bones.png]] '''Sturdy bones''' - This creature has an exceptionally hard and durable skeleton. If a creature with sturdy bones were to receive a fracture-inducing hit, they only have a 50% chance per hit to actually receive a fracture. Toss a coin or roll a 1d2, then call it: on a correct answer, a fracture is inflicted.** Characters with the '''[[Character traits|Sturdy bones]]''' trait are treated as having Sturdy bones, even if their species doesn't normally have them. == Wounds ==''"Wound" redirects here.'' '''Wounds''' are a type of injury that suggest the presence of serious, open wounds which, if left untreated, will result in continuous bleeding. There exist two types of wounds: '''Light Wounds (LWs)''' and '''Deep Wounds (DWs)'''. Most [[damage types]] cause either LWs or DWs. Some can cause both; the type dealt depends on [[Accuracy#Accuracy table|the type of hit landed]]. There is no limit to the number of either LWs or DWs a creature can have, and it is not necessary to track which parts of the body have them. Each type of wound has different effects and may require different items (e.g., [[meds]]) to fix. Wound effects are as follows:* '''Light Wounds:''' An affected creature loses '''0.3 Blood multiplied by the number of Light Wounds, every turn'''.* '''Deep Wounds:''' An affected creature loses '''1.2 Blood multiplied by the number of Deep Wounds, every turn'''. For a player character with any active Wounds, bleeding is considered such an important and immediate emergency that GMs are strongly encouraged to continue enforcing turn-based mode '''even if [[combat]] has ended''', until the effect disappears (either from patching all of the Wounds up, or from death; preferably the former!) 
[[Category:Game mechanics]]
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