4.3: Damage and Wounds
Calculating Damage Value
- Take the Relative Degree of the attack versus the defense roll. This will
be from zero (Poor Attack vs no defense) to 5 (Superb attack to Poor defense)
(more in special cases).
- Add modifiers for Strength, based on chart below:
Strength: Damage Modifier
- Superb: +3
- Great: +2
- Good: +1
- Fair: +0
- Mediocre: -1
- Poor: -2
- Terrible: -3
- Add modifier for Weapon:
- +1: Using a sharp edge or point
- -1: No weapon except for body. (This includes things like fists and
feet, but does not count if using another object, like smashing a head into
a table).
- Take into account any other modifiers.
Damage and Armor
Did the attack result beat the armor DL?
- Yes -- Then use full damage value and go to Damage to Wound table below.
- No -- Apply the Armor Damage Modifier to the damage value and then go to
the Damage to Wound table below.
Damage to Wound Table
Damage Wound Level
=======================
1 or Less: Scratch
2: Hurt
3: Very Hurt
4-5: Critical
6 or More: Mortal (Special)
Death Test (DT)
A Death Test must be made each time a wound is taken
(once per wound, if there are more than one). The DT represents many things --
severity of wound, sudden shock, a minor wound possibly hitting something
critical, etc. A DT is made by rolling against your Damage Capacity to meet or
beat the DL of the wound.
Wounds Type DAM roll needed
=============================
Scratch None -- Automatic Success
Hurt Mediocre
Very Hurt Good
Critical Superb
Results
- +4: Alive. Automatically succeed all following DTs and CTs this round.
- Success (meet or beat DL): Alive.
- Failure: The wound is mortal. You are dying, unless extraordinary measures
can be taken. Normal mundane surgery will almost invaribly be unable to help,
especially if you can not get aid quickly. You have the following choices:
- Continue to fight: The round after this one you will be dead, but you
have a last bit of fight to you. Note any new wounds taken, but do not make
any further DTs or CTs.
- Fall to the ground unconscious: You will linger on for quite a while in
this state, and they will have the chance to save you.
- Fall to the ground conscious: You will linger on, have your death
speech, when your companions get to you, and then die in their arms.
- -4 and/or Abyssmal: Dead instantly.
You may spend 1 FP to
automatically succeed this roll. If you choose to roll and do not like your
result, you may spend 2 afterwards to succeed. (It is 2 FPs regardless of the
result of the roll).
Consciousness Test
A CT represents blood loss and shock, and the effects
thereof on your wounded character. Each wound you take adds to the stress upon
your body, and makes it harder to stay conscious. Wounds affect the CT even if
they've been treated and bound. CTs are rolled off of your Stamina at the end of
every round if you have untreated wounds.
Wound Points
- Hurt--one
- Very Hurt--two
- Critical--three
- Add 1 point for every 3 scratches you have taken.
CT Difficulty Levels per number of Wound Points
- Terrible
- Poor
- Mediocre
- Fair
- Good
- Great
- Superb
- Legendary
Results
- +4: Conscious. Auto succeed CTs until new wounds are taken and then treat
as normal.
- Success (meet or beat DL): Conscious
- Failure: Unconscious.
- -4 and/or Abyssmal result: Unconscious and dying -- the wounds sustained
are too much for the character. Will die very soon without aid.
Further Notes
- Every time you take a Hurt or greater wound, you have a -1 to your next
attack (or other action if you will not be attacking).
- Healing wounds (using magic or mundane methods) must treat each wound
seperately, except in special circumstances.
How to Recover From Wounds
Healing Naturally (without aid)
Untreated wounds heal at a rate of a day per Scratch, a few days per Hurt, a
week per Very Hurt, a couple of weeks per Incapacitated, and a month per Near
Death.
Treating Wounds
Any attempt at treating a Scratch erases it,
unless a critical failure is rolled. A successful First Aid roll will heal a
Hurt or Very Hurt by one level (resulting Scratches go away with a night's
rest). Battle Surgery can be used on a level of wound, but is required for
healing a Incapacitating or Near Death wound. First Aid will only stop the
bleeding from the latter two, not heal them.
Wounds that had been tended to heal much faster than if they had been left
alone--they heal a level/day if continued care is taken, and a few days per
level if no further action is taken to care for the wounds.
Healing Wounds with Deryni Magic
A Healer may attempt to Heal any
wound, and success heals the wound one level.
Notes on Healing
Each wound is treated separately. A Near Death
wound will bleed to death in a short while, and Incapacitating wounds may also
do so, only at a much slower pace. All modifiers from damage are in play until
the wounds are healed.