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Liberi Gothica: Running the game
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==Injury Rules== If you beat the opponent's total defense by 5 or more with your attack roll, you deal a crippling wound. A crippling wound is one that causes an effect other than just life loss - ranging from as simple as being stunned with pain for a moment all the way up to losing an arm. The LM decides the exact nature of the wound, and it is suggested they use the damage dealt by the attack for a basic guideline. However, if you want a more simulationist approach, you can use the following charts. The Wounds charts are based on damage dealt. Even if you do not use the charts below, they are a good guideline to get you started: Wound location [1d6] :1-3: Torso :4: Legs :5: Arms :6: Head Torso Wounds :<3: Wind knocked out; lose next turn. :4-6: Flying: They are knocked back 10 feet. :7-9: Minor organ damage: they lose 1 Life per turn until someone gives them Treatment [Treatment check; takes 2 actions]. :10-14: Major organ damage: they lose 3 Life per turn until someone gives them Treatment [Treatment check; -4 penalty; takes 4 actions]. :15+: Fatal organ damage: they lose 5 Life per turn until someone gives them Treatment [Treatment check; -8 penalty; takes 4 actions]. Leg Wounds: :<3: Limp: You hit the foot or knee. They move at half speed for 1d6 days. Treatment can reduce the recovery time to 1 day. :4-6: Immobilize: They are temporarily unable to move. A Treatment check [2 actions] can reduce this to Limping; otherwise, it becomes Limping after 1 day, and they limp for 1d6 days afterward. :7-9: Broken: As Immobilize, but lasts 2d6 weeks, then becomes Limping for 2d6 days. A successful Treatment check can cut the Immobilize time in half. :10-14: Paralyze: Their nerves are destroyed in one leg. It is permanently unable to be moved. :15+: Removal: Part of the leg is simply cut off, or smashed into oblivion. Arm Wounds: :<3: Smashed Fingers: They drop anything held in the appropriate hand, and are unable to use that hand for 1d6 rounds. :4-6: Numb: The pain makes the arm slow and cumbersome. They take a -2 penalty to any roll using that arm. :7-9: Broken: The arm is unable to be used for 2d6 weeks, and is Numb for 2d6 days after that. A successful Treatment check can cut the useless time in half. :10-14: Paralyze: Their nerves are destroyed in one arm. It is permanently unable to be used. :15+: Removal: Part of the arm is simply cut off, or smashed into oblivion. Head Wounds: :<3: Rattled: -2 penalty to all rolls for 1d6 rounds. :4-6: Took out an eye: One of their eyes is now missing. They take a -2 penalty to all Attacks, and a -1 penalty to Notice. The Attack penalty becomes -1 after 1d6 weeks, and becomes -0 after another 1d6 weeks. The Notice penalty never goes away. :'''OR''' :4-6: Why the ear man: You take off an ear. They have a -2 penalty to all Athleticism based rolls due to loss of balance, and a -2 penalty to Notice rolls. The Athleticism penalty becomes -1 after 1d6 weeks, and becomes -0 after another 1d6 weeks. The Notice penalty never goes away. :7-9: Ugly Stick: Their face is horribly disfigured by the blow. They take a -2 penalty to Persuasion, Intimidate, Trick, Tease, and Disguise checks. The penalty becomes -1 after 1d6 weeks. :10-14: Broken Jaw: The target is unable to speak or eat for 2d6 weeks. To feed a person with a broken jaw, you must succeed on a Treatment check. Even after the 2d6 weeks are over, they have trouble speaking, giving them a permanent -2 penalty to Persuasion, Intimidate, Trick, Tease, and Disguise checks. :15+: Decapitated: They are dead.
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