Limb health

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Limb health is a statistic, which tracks the condition of a character's limbs. The term limb damage (often shortened to LD) refers to the points of damage that is specifically dealt to these limbs. Though not exactly synonymous, the two terms are often interchanged.


Limbs and limb health points

Every character has a number of limbs with health points (HP). The exact list of limbs and HP for each (the limb health map) is different for each creature.

Limb groups

"Limb group" and "Limb groups" redirect here.

Every body part belongs to a limb group, which in turn determines the amount of HP each limb in that group possesses.

Limb group HP from Base Limb Health Value(*) Example body parts
(Human)
Pain multiplier Accuracy penalty Notes
HEAD group 1/7 Base Head 1.5x FT +1 Small body part(*)
WEAK POINT N/A Eyes
Crotch
2.0x FT +2 Weak point(*)
BODY group 1x Base Main body 1.0x No penalty Used if the creature doesn't differentiate between upper and lower body.(*)
UPPER BODY group
LOWER BODY group
4/7 Base (Upper)
3/7 Base (Lower)
Torso (Upper)
Hips (Lower)
1.0x No penalty Used if the creature has different limbs for the upper and lower body.(*)
LIMB group 2/7 Base Arms
Legs
0.5x No penalty
EXTREMITY group 1.5/7 Base Hands
Feet
0.5x FT +1 Small body part(*)
  • The Pain multiplier column is a multiplier to the amount of Pain inflicted 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 an FT +1 malus)

Base Limb Health Value

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 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.

It is possible to have a multiplier to one's base limb health value during character creation and start with more (or less!) limb health than would be normal for your species. For an already existing character, the only way to increase limb max HP is to 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).

Base limb health values for all playable species:

Base Limb Health Value Species
150 Oni
90 Guhin
Tengu
88 Kirin
77 Equine halfling
75 Hakutaku
70 Human
Canine halfling
Feline halfling
Lagomorph halfling
Salientia halfling
Tanuki
63 Murid halfling
60 Kasha
56 Squamata halfling
Kitsune
Satori
46 Jorougumo
42 Kappa
35 Yousei

Body groups

Most creatures differentiate between UPPER BODY (Torso) and LOWER BODY (Hips), but some creatures may not make the distinction; in that case, they usually have a generic BODY group, and the usually singular limb in that group has an amount of HP which corresponds to both what their UPPER and LOWER would be added together.

  • Example: A human has one UPPER BODY limb (the torso, 40 HP) and one LOWER BODY limb (the hips, 30 HP). However, a dragon is not considered to have an UPPER and a LOWER body; it instead has a singular BODY group limb (main body), which has 300 HP.

Small body parts

In combat, certain body parts are considered harder to hit successfully than others.

All limbs belonging to the HEAD and EXTREMITY groups (Heads, hands, feet, etc...) are considered to be small body parts, and aiming at these body parts will give the attacker a FT +1 penalty.

Weak points

Certain body parts are considered to be weak points of the body. Typically, these are eyes, or the crotch/genital area, though certain creatures may also have different types of weak points.

Though listed as being part of the WEAK POINT group, they do not have their own HP, instead transferring the limb damage to the nearest body part. Aiming at these weak points will give the attacker a FT +2 penalty (they are very small and very hard to hit), but successfully hitting a weak point will result in 2.0x (double) Pain.

Each creature's wiki page will list where each weak point is located, in order to know where the HP is transferred to, but generally speaking, these are usually true:

  • 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 Blindness effect.
  • The crotch is typically located on the LOWER BODY.

Limb health map for an average human

This is provided as a reference. For accurate limb health maps of other creatures, visit their related wiki pages instead.

Limb type Limb group HP Notes
Head HEAD group 10 Small body part(*)
Eyes WEAK POINT N/A Weak point(*)
Torso UPPER BODY group 40
Hips LOWER BODY group 30
Crotch WEAK POINT N/A Weak point(*)
Arm LIMB group 20
Hand EXTREMITY group 15 Small body part(*)
Leg LIMB group 20
Foot EXTREMITY group 15 Small body part(*)


Limb damage

"Limb damage", "Limb damage value" and "LDV" redirect here.

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. For example, when a weapon is 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.


Effects of 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 remaining relative to its maximum, each limb may be in one of four different states, 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:

Limb HP remaining Status name
At least half maximum Healthy
Under half but more than 0 Damaged
0 or less Disabled
Negative half max or less Severed
  • "Negative half maximum" here means the negative value corresponding to half the maximum HP. For example, assuming the target limb has 20 max HP, the negative half max of that is -10 (this limb will be severed if it falls to -10 HP or less).
    • 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.)

Table of effects

Limb group Effects when damaged Effects when disabled Effects when Severed
HEAD FT +1 Death Death
BODY or UPPER BODY Pain Sensitivity +10% Death Death
LOWER BODY Limping Crippled Death
LIMB Strength -10% Strength -20% Same as Disabled + see notes
EXTREMITY Strength -10% Strength -20% Same as Disabled + see notes

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 Limping or Crippled even if the hips did not sustain damage.
  • Wings: If the character has the Flight ability, losing one or both wings (or 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 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 Blunt-type damage and are the rarest type of injury.

Barring a rare type of 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 healthy range, it is treated as damaged instead.

  • For characters with the Brittle bones trait, a fractured limb is treated as disabled 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.

  • Has bones.png Has bones - This creature has a skeleton and can receive fractures normally.
  • No bones.png No bones - This creature does not have a skeleton at all and is therefore completely immune to fractures.
  • 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 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 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!)