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Sunday, September 6, 2009

[RPG] Hit Locations in Urutsk: World of Mystery-

(c) Copyright 2009 Kyrinn S. Eis

Hit Locations in Urutsk: World of Mystery-

Let me be clear about my intent with this post:
--I am presenting this system as optional, for those with 'Simulationist' tendencies.
---I may, or may-not be in that camp as regards my own system.

Since I use a d8 to determine the location affected, I had to consider the possibility of having a damage-breakdown based upon location.
--After a few tries, I have devised the following. It may stand or be revised or be dropped.

Location Hits are based upon the figure's (Total DP + Terminal Threshold). That value is multiplied by the percentage decimal and x.5's are rounded-up (minimum value of 1).

Each time that a figure's location takes a full iteration of the listed value, one of the circles is filled-in.
--If an amount greater than one iteration, but less than two iterations is sustained, the excess is not tracked. Only full iterative values are filled-in.

--Example:
:: Lelt has an Arm value of (2), and suffers 1 point of damage to his arm. This value is ignored. Later, Lelt is struck again in that arm, for 3 points. One circle is shaded. Two hours later, Lelt is bitten by a Tshaum, for 5 points in the same arm. Two additional circles are shaded.

Each location has a number of Wound Levels that are reached by having at least one circle shaded in on that level. Once even one mark is on that Level, its effects are in play.

VITALS (7%) [_]
00 WL1
---
00 WL2
---
00 WL3
---
_0 WL4

HEAD (8%) [_]
00 WL1
---
00 WL2
---
00 WL3
---
00 WL4

CHEST (21%) [_]
00000 WL1
-------
00000 WL2
-------
00000 WL3
-------
00000 WL4
-------
__0__WL5

ABDOMEN (18%) [_]
0000 WL1
------
0000 WL2
------
0000 WL3
------
0000 WL4
------
__00 WL5

ea. ARM (9%) [_]
000 WL1
----
000 WL2
----
000 WL3

ea. LEG (19%) [_]
00000 WL1
-------
00000 WL2
-------
00000 WL3
-------
_0000 WL4

I have intentionally not given each location 4 and 5 Wound Levels.

Wound Level 1-
--d20: +1 Threshold
---d%: +5 to 15%

Wound Level 2-
--d20: +4 Threshold
---d%: +20 to 60%

Wound Level 3-
--d20: +9 Threshold
---d%: +45 to 135%

Wound Level 4-
--Actions no longer possible
---Location is barely attached, and is beyond field surgery

Wound Level 5-
--see WL4, above
---Location no longer attached to body; requires Superior healing techniques

I realise that many of you have absolutely no interest in this level of detail, and have strong opinions of that sort.
--This post is for those that are interested in seeing what such a system can do.

3 comments:

  1. In your example wouldn't the second attack doing 5 points of damage wouldn't that cause Lelt to fill in 3 circles? I'm interested to see what each wound level does.

    ReplyDelete
  2. Tim,
    --No, I'm so nice that I have the extra point 'evaporate', as tracking less than full iterations is generally too much of a ... pain.

    I'll have to clarify the Wound Levels.
    --The d20 entry is the increase to the Threshold, which is normally 20. So, a +4 would make all attempts require a 24 on d20 rolls, rather than the standard 20. However, sometimes the Threshold is lower or higher than 20 to start with (an easier or harder task, other modifiers, etc.), and so I have used the penalty as an addition to the Threshold.

    --the d% entry functions the same for percentile die rolls.

    --As far as each areas particular gristly effects, I am making certain I have those well thought out before updating them in a future post. I'll need to make them generic enough that the Injury Type can be re-worded on-the-fly by the Referee.

    Thank you for your interest and your comment. :D

    ReplyDelete
  3. ** UPDATE **

    The Conditions (Six through Zed) are the current, incredibly less fiddly, version of the wounding stuff, and is working out oh so much better.

    ReplyDelete