Changes

Limb health

2,590 bytes added, 21:46, 18 June 2023
| 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'''.
|}
* 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 ====
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 ==
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 which 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]].
Wounds are There is no limit to the most common type number of injuryeither LWs or DWs a creature can have, being caused by and it is not necessary to track which parts of the majority body have them. Each type of wound has different effects and may require different items (e.g., [[damage typesmeds]], but are also the easiest ) to fix.
A limb can receive multiple Wounds at once, and there is in fact no upper limit to the amount of Wounds per limb. The effects of a Wound effects are simple as well; if there is at least 1 Wound, the follows:* '''Light Wounds:''' An affected creature gains the [[Effect#Body|Bleeding effect]]; which causes a creature to lose 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 amount 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!)
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