Injury Rules

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Injury Rules

Postby Fetch » Wed Apr 13, 2011 1:41 pm

For now the idea of replacing combat is on ice. Meanwhile I've been holding off on the long term injury idea because I've felt something was missing. Now I think I have it. I think this will cover both Miles and my desire that any damage risk long term injury and Bryce's desire that high Stamina make someone hard to break...
This would act as a combined rules for crippling called shots and long term injuries from general damage.

Injuries
General scrapes and bruises heal with little more than the occasional scar and the body recovers from shock quickly once is has a chance to rest. Injuries represent bodily damage such as broken bones, deep cuts, even severed limbs.

Getting Injuries
There are two main ways characters will receive Injuries. First, after any activity inflicting damage they will make an Injury test for each type of damage they have suffered to determine lasting injuries from the event with the successes divided into one or more Injuries. Second, called shots aimed to cripple their target inflict their successes as one Injury in the case of limbs or in the case of organ targets (the heart of a vampire or someone's eyes) two, one for the targeted organ, one for the bone or flesh above/below.

* I'm also thinking called shots on the torso or head treat the subjects base defense as 1 higher, you protect your head and body at all costs.

Makeup of an Injury
An injury is a part of the body crippled with a certain kind of damage, ranging from the most minor to outright removal of the body part. The penalties associated with a given damage type persist for the duration of the injury and become permanent if the Injury is untreated. An Injury that is still unhealed inflicts an additional penalty equal to it's severity caused by pain when used. If an unhealed Injury is used a number of time equal to Stamina in a Scene is considered overused and gets +1 Success to distribute to upgrades and may reverse the benefits of treatment, such as stitches popping out and restarting the flow of blood.
Severity - Damage Type - Description
1 - Trivial - Trivial damage, such as minor abrasions and bruises, has no mechanical penalty itself altho it may be unsightly and may bleed.
2 - Bashing - A body part crippled with Bashing inflicts -1 to appropriate tests.
3 - Lethal - Here we see badly broken bones and torn muscle inflicting a -3 to use of the body part.
4 - Aggravated - Damage of this level is exceedingly sever rendering limbs and organs nearly useless with a -5 penalty.
5 - Removed - Body parts that have been removed are gone or so utterly destroyed they cannot function. Tests simply cannot be made using them.
The damage of the Injury defaults the same as the attack or damage type that inflicted it. For each success below the subjects Stamina assigned to the basic Injury the damage type is lowered by 1. Additional successes may be spent on Injury upgrades below. Any Injury with it's damage severity reduced to 0 or less is effectively non-existant and may not even be upgraded.

Extra Successes may be spend on the following at a one for one cost.
• Increase damage type by +1 Severity. Damage on a limb or organ may only be upgraded to Removed if the Bleeding upgrade is first bought.
• Bleeding. An Injury that is Bleeding inflicts Lethal damage equal to the damage Severity per minuet with any resulting Injuries effecting the internal organs and/or brain. Injuries to the head or neck increase their bleed rate by +1. Additional instances of the Bleeding upgrade on a given Injury increase the bleed rate by +1 each representing an accurate cut to an artery or wide open and bloody gash. After each minuet the character makes an innate Stamina + Resolve - Bleeding Rate test with each success slowing the bleeding rate by 1. Medical attention, applying pressure (instant test) and bandaging (extended test), can also reduce the damage inflicted by the bleeding at a rate of one per success as long as the pressure remains.
• Debilitating Injuries effect not just tests made directly with the body part but also impact secondary tests as well. These secondary tests are burdened with a penalty as if the Injury were one damage type lower. For example someone who's face is missing (Removed) might find many social tests impacted with a -5 due to their hideous appearance. Additional Debilitating Injuries Upgrades may be applied to increase the severity penalty used for these secondary tests by one damage type.
• Chronic Pain. Often this may be added to an Injury later as the result of a critical failure somewhere in the treatment process. Chronic Pain means the Injury continues to inflict it's pain penalty even after treatment and healing.
• I'm sure in time more will come up...

Healing and Treatment
Injuries take a number of months to heal equal to the Severity of the Injury. Each month reduces the pain of the Injury by 1 unless it suffers Chronic Pain and Bleeding heals in a month altho further damage or over use may re-apply the upgrade. In the last month of healing the character may treat their Stamina as one higher for the purpose of determining overuse of the Injury. Without medical treatment the penalty from the Injury itself (-1/-3/-5/no test possible) remains after the Injury has healed.

Medical treatment typically requires a full set of operating tools, one hour per draw on the extended test, 5 x Severity Successes, and penalty of -1 per (5 - Severity days) since the Injury was incurred or -1 per hour for Removal Injuries. Waiting to long past the -5 point may make treatment impossible, at ST discretion. Success reduces the damage type of the Injury by one Severity for the purpose of determining it's penalty in the last month of healing and after it is healed. Further repair requires physical therapy for months or years of effort to purchase a Physical Therapy Merit to reduce the primary or secondary penalties of the lasting Injury by one per dot*. In addition to the initial treatment regular medical checks throughout the healing time are helpful for preventing infection and other complications.

* Yes, changelings can pledge for the benefits of Physical Therapy :)

Supernatural Healing
It takes 1 to 5 (based on organ/limb complexity) points of supernatural healing of the appropriate type to reduce the healing time of an Injury by one month. Unless the power states otherwise (obviously healing powers would need to be modded one by one) this healing simply removes the healing time and leaves all the normal lasting penalties of an Injury. Hence even supernaturals will want skilled doctors to set their bones before they cast their magic to speed the bodies repair process.
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Re: Injury Rules

Postby Fetch » Wed Apr 13, 2011 2:02 pm

Shock and Pain
Each point of a given type of damage beyond a characters health dots inflicts a penalty, -1 for Bashing, -2 for Lethal, and -3 for Aggravated damage. Once the sum of all damage types equal or exceeds a characters health dots they must make a reflexive Stamina + Resolve test at the beginning of each round. Failure means falling into shock and becoming inactive until medical attentions is applied, enough damage heals to drop them below their health dots, or one or more scenes allow the character to rest and recover.

Injury Test
At the end of any engagement in which a character takes damage they make a test in each damage type they've taken with a pool equal to the highest damage of that type they had at any one time during the engagement. If the damage equals or exceeds their health dots the test also gets 9-again for Bashing, 8-again for Lethal, or 8-again and Rote for Aggravated. Each damage type is tested separately so a character with 2L and 4B would make one test on a pool of 2 for the Lethal and one on a pool of 4 for the Bashing.

Successes on this Injury test are distributed between one or more injuries, each of which must have enough successes devoted to it to meet the characters Stamina if possible. As a general rule of thumb for PC's the first such injury should be something redundant such as a few broken fingers, the second something more important like an arm or leg, and higher order Injuries from the same engagement targeting important organs, even potentially deadly one's like the brain.




On a side note Iron Stamina should probably go 1 to 5 dots as pain penalties will go allot higher with this system.
The Changeling "no scaring" power would, I'm thinking, mean that no noticeable sign of Trivial Injuries is left behind and higher order injuries have their penalties dropped by 1 and appearance reduced. A arm skillfully reattached by Dr Winters would be a -5 for a human but a -4 and look allot better for a changeling, after the 5 months of healing.
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Re: Injury Rules

Postby Fetch » Tue Apr 19, 2011 9:52 am

I'm thinking I want to use these going forward. They won't be applied to any existing damage on characters but starting with the coming session we'll give long term injuries a spin to see if they work well or are egregious.
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Re: Injury Rules

Postby Milk Waffler » Sat May 28, 2011 11:17 am

Had an idea about Iron stamina, or maybe a variant.

Have Iron stamina also reduce the injury test pool by the number of points it has. Lets say you get your butt kicked, and you take 6 lethal, but you have Iron Stamina 2, which would make the injury test pool a 4 instead of a 6.

It's been made a lot weaker than it was with your new rules, and injuries also seem thematically under the purview of Iron Stamina.



Thoughts?
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Re: Injury Rules

Postby Milk Waffler » Mon May 30, 2011 12:12 pm

Toughness: (••or••••)
Prerequisites: Stamina •••
Some people can take a beating and sleep it off with few lasting effects, being sturdier and tougher than most. Those who possess the •• portion of this merit subtract 1 from their damage when determining injuries, those who possess all •••• of the merit subtract 2.

This sound good to anyone?
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Re: Injury Rules

Postby Grreg » Fri Sep 23, 2011 11:31 am

I can see how this affects the spring court healing magics, but I dont see these new rules thematically fitting in with stone 4 healing magic where in the character basically eats a lot of food and thus fixes damage.
An answer would be appreciated as if the current rules stand then the characters actions and my choice of contracts may change greatly.
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Re: Injury Rules

Postby Case » Fri Sep 23, 2011 12:13 pm

Pretty simple: a number of points of healing (from any source) equal to the severity of an injury, of the type a given injury is, heals that injury by one month. So, say an ogre has a large hole in his stomach-- that's a severity three injury (because its lethal: penalty of -3 to tests involving that injury) and would take three months of healing to fully heal. The ogre uses stone 4, and manages to accrue 4 successes-- three of those successes go to speeding the healing of the injury by one month, and the remainder goes to healing the second month. End result: the ogre now only has two months of healing before the injury fully closes, and only needs two successes on a second activation of stone 4 to reduce that to one month. If he somehow managed to get 9 successes on the contract, the stomach wound would be totally healed shut, no problem. And, if he gets three successes three times, the wound would also get fully healed.

Keep in mind, he'd still have wanted to get the injury medical treatment before doing this, because it otherwise would have healed badly, and the penalty would remain (it just wouldn't get worse anymore).

This makes Stone 4 really, really good, because its one of the most efficient methods changelings have to heal injuries now.
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Re: Injury Rules

Postby The Doctor » Fri Sep 23, 2011 1:06 pm

Fetch wrote:For example Spring might be good at calming and restoring balance to the body. It doesn't mend the broken bone but it dose get you back into fighting shape and ready to go on (ie heal your health boxes). Stone 4 on the other hand might be more true healing. Feasting and resting allow the ogre to mend bone and knit flesh faster than any mortal could healing a broken bone in an hour instead of the usual month and a half.
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