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Damage Effects

In document The Swing Reality Guide (Page 120-122)

Unfortunately as a person becomes damaged they no longer function at peak performance. Each wound that a person takes has both a base level of damage that category of wound (Wound, Severe Wound and Deadly Wound) and a location specific effect.

All damage is cumulative per wound. So if you suffer 2 Wounds then apply the effects for a Wound to that location twice, double the base damage and two rolls for stun. Bleeding is the exception to this rule; only apply the highest wound category bleeding, no matter how many times you are damaged.

For Fatigue Only Damage

Subtract any fatigue damage from the targets current Fatigue Points. There are no additional affects caused by Fatigue damage until a character's current Fatigue Points drop to or below 0.

When a character's Fatigue Points drop to or below 0: 1. The character can no longer act, they may only

react

2. They are reduce to 1/4 their total Combat Points (if they began with 12 CP, then they are reduced to 3 CP)

3. If the character is reduced to -10 Fatigue Points, they are rendered unconscious

For Wounds

Base Damage: -1 Fatigue Point, -1 Combat Point and

Minor Bleeding

Head: -1 Step Penalty to All Skills Torso: -2 Fatigue Points

Abdomen: -2 Fatigue Points, Physical Attribute Check at

Difficulty 16 (Normal) or be stunned* for 1 Rounds (beginning immediately and in effect until the end of the next round)

Arm: Skills that require that arm are now at a -1 Step

Leg: Movement costs are +1 Combat Point for

movement mode

For Severe Wounds

Base Damage: -2 Fatigue Points, -2 Combat Points and

Serious Bleeding

Head: -2 Step Penalty to All Skills, Physical Attribute

Check at Difficulty 16 (Normal) or be stunned* for 2 Rounds (beginning immediately and in effect until the end of the 2nd round after wounding)

Torso: Broken Ribs; -4 Fatigue Points; Physical Attribute

Check at Difficulty 16 (Normal) or be stunned* for 2 Rounds (beginning immediately and in effect until the end of the 2nd round after wounding)

Abdomen: -4 Fatigue Points, Physical Attribute Check at

Difficulty 16 (Normal) or be stunned* for 2 Rounds (beginning immediately and in effect until the end of the 2nd round after wounding)

Arm: Arm Broken; Skills that require that arm are now at

a -2 Step Penalty

Leg: Leg Broken; Movement costs are +2 Combat

Points for movement mode For Deadly Wounds

Base Damage: -4 Fatigue Points, -4 Combat Points and

Major Bleeding

Head: -4 Step Penalty to All Skills, Physical Attribute

Check at Difficulty 16 (Normal) or Die instantly

Torso: -8 Fatigue Points, Physical Attribute Check at

Difficulty 16 (Normal) or Die instantly

Abdomen: -8 Fatigue Points, Physical Attribute Check at

Difficulty 16 (Normal) or Die instantly

Arm: Arm Severed, Skills that require that arm are now

at a -4 Step Penalty

Leg: Leg Severed; Movement costs are +4 Combat

Points for movement mode

*Stunned characters may only react, they may not act during any round they are stunned

Bleeding

Minor bleeding: costs 1 Fatigue Point per 10 rounds

until wound is treated.

Serious bleeding: costs 1 Fatigue Point every round

until wound is treated.

Major bleeding: costs 2 Fatigue Points every round until

wound is treated.

Example 1

Damage: 2 Wounds to the Head

Effects: -2 Fatigue Points, -2 Combat Points, All Skills are at -

2 Step Penalty and Minor Bleeding (at 2 Fatigue Points per 10 rounds)

Example 2

Damage: 2 Severe and One Wound to the Left Leg

Effects: -5 Fatigue Points, -5 Combat Points, All Movement are

at +5 Combat Points and Serious Bleeding (at 2 Fatigue Points per round)

Example 3

Damage: 2 Deadly to the Torso

Effects: -16 Fatigue Points, -8 Combat Points, and Major

Bleeding (at 4 Fatigue Points per round) and two Physical Attribute checks to stay alive

Recovery

Now that you have managed to hurt yourself, you must begin the healing process. For most this will be a long and arduous process, as can be seen by the lethality of the amount of damage that can be done.

First Aid

Without the assistance of medical facilities the best characters can hope for is immediate First Aid. First Aid is used to treat minor wounds and bleeding irreparable harm can be done.

A successful use of the First Aid skill stabilizes the wound and stops any bleeding. It does not heal the wound nor does it alter any penalties, fatigue points, etc, except from bleeding.

Difficulties for First Aid skill use:

• Minor Bleeding = 16 (Normal), CP = 10* • Severe Bleeding = 20 (Extended), CP = 15*

Note: After a character runs out of Fatigue

Points, any additional Fatigue costs are taken directly from Wounds at a rate of 2 Fatigue = 1 WP, with an exception for Magick use (discussed later). ***

• Major Bleeding = 24 (Hard), CP = 20*

*Additional characters may assist and lower the CP cost for First Aid. For every additional person, lower the CP cost by 5, to a minimum of 5 CP. If you are performing First Aid without assistance, you may use CP's from multiple rounds; however, any interruption will cause you to negate any CP’s cumulated and force you to begin from the beginning.

Natural Healing

The body has a natural healing process with which it will try to return itself to its former self after receiving damage. All wounds heal simultaneously. This means, that if you had one wound to the head, one severe wound to the torso and a deadly wound to the right leg, you total healing time wound be 6 months (if you survived the damage in the first place). During the time period all wounds heal simultaneously, so the head wound healed in 2 days, the torso healed in 4 weeks, but it was the leg wound that required the additional 5 months.

Wound Healing Time

Wound 2 Days

Severe Wound 4 Weeks

Deadly Wound 6 Months

During this time period all penalties would be fully enforceable, meaning your character would be suffering from the following

• -26 CP

• Movement Costs are x16

• and All Skills are at -1 Step Penalty

As you can see, natural healing may not be much of an option, unless you have major down time to kill.

Medical Attention

Medical attention for the purpose of healing a mortal wound is considered the use of the Surgery Skill with full access to medical supplies. Without proper tools, medical attention can not be provided. First Aid will not assist in this regard.

Successful use of the Surgery Skill depends on the wounds in question (separate rolls must be made for each wound). On success, the wound is healed and suffers only from ¼ the penalties until the recovery time is over, at which time it is fully healed. A surgeon must being with the worst wound and work their way down.

The Physician can lower the difficulty by one level for each time they double the surgery time. So for a wound, each extra 30 minutes or for severe wounds each hour or

for each deadly wound every additional two hours, lowers the difficulty by one step.

If the surgeon fails the first attempt they can attempt a second try. The surgeon must finish one area at a time, if they decide to move on and have yet to succeed at the current wound, they can not return to it later. That wound is considered stable, however, and can be healed naturally. In the case of a mortal wounding, the physician had better lower the total wounds before giving up. Only one such second attempt can be made for each wound, however, a second surgeon can then step in and attempt to heal the wound.

Wounds

• Difficulty = 16 (Normal) • Surgery Time = 30 Minutes • Recovery Time = 1 Day Severe Wounds

• Difficulty = 20 (Extended) • Surgery Time = 1 Hour • Recovery Time = 1 Day Deadly Wounds

• Difficulty = 24 (Hard) • Surgery Time = 2 Hours • Recovery Time = 1 Week

Healing times are doubled if not using proper facilities

Example

From the previous example, you had one wound to the head, one severe wound to the torso and a deadly wound to the right leg, you total recovery time wound be 1 week and 4 days (if you survived the damage in the first place).

During this recovery time period all penalties from the wounds you are recovering from would be enforceable at ¼ of the rates (rounded up), meaning your character would be suffering from the following (assuming all wounds were successfully operated on):

• -9AP

• Movement Costs are x4 • All Skills @ -1 Step Penalty

In document The Swing Reality Guide (Page 120-122)