aka "GM Wound System" aka "Gatleos/Monk Wound System"
HP, Unconsciousness, and DeathHP represents the ability of a character to be not-unconscious. HP commonly represents (but is not limited to) the blood, adrenaline, or sheer willpower of a character. By the same token, HP is commonly depleted by blood loss, morale failure, and severe pain. Many weapons/attacks deal direct HP damage.
When HP reaches 0 or less, the character has taken as much as they can stand. They must immediately make a Roll to Dodge Unconsciousness. If they succeed, they remain upright but must continue to roll if they take any HP damage at all, whether from further attacks, bleeding, etc. If they fail, they immediately pass out, with all that implies. This often means that they cannot defend themselves from attacks or have any meaningful impact on the waking world until they wake up. Players may regain consciousness by rolling to Wake Up, receiving medical attention, or having positive HP.
Negative HP means a character is dying. Characters take a -1 penalty to all actions (including dodges for death and dying) for every -10 HP they have. If a character is unconscious and at negative HP, then they must make a Roll to Dodge Death every time they take HP damage. On a 1, they die. On a 2-3, they lose 10 HP. On a 4-5, nothing happens. 6, regain consciousness.
InjuriesAn Injury is a status effect suffered by a character in certain situations. Injuries often result in HP loss for a character, or may impose a penalty to certain actions. Injuries have two stats- how much damage is taken per turn until medical attention is received, and how long it takes until the wound is fully healed. Below is a list of common injuries.
Bleeding: Caused by stab wounds, deep cuts, etc. Requires medical attention and 20 healing points.
[-5 HP per turn]Heavy Bleeding: Caused by significant wounds, such as large gashes and deep punctures. Requires medical attention and 30 healing points.
[-10 HP per turn]Mangled: Results from major bodily harm, such as impalement or severed limbs. Requires
extensive medical attention in the form of
lotsa bandages, and 30 healing points.
[-20 HP per turn]---------
Burn: Caused by tissue damage. Requires medical attention and 20 healing points.
-1 to afflicted area.
Fracture: Caused by moderate blunt trauma. Requires
extensive medical attention in the form of a
splint and 20 healing points.
-2 to afflicted area.
Broken Bone: Caused by heavy blunt trauma. Requires
extensive medical attention in the form of a
cast and 40 healing points.
-3 to afflicted area.
Missing Limb: Never heals, obviously.
HealingInjuries can be cured once a player receives medical attention. When treated, bleeding injuries no longer inflict HP loss, and structural injuries impose half the penalty (rounded down.) However, treated injuries are still a weak spot- any attack that would hit the injured area may reopen the wound, causing immediate HP damage from the pain, restarting the HP loss and possibly worsening the severity of the injury. If a wound requires
extensive medical attention, then that wound requires additional resources to cure- splints, painkillers, or something else more involved than a ragged cloth bandage. Treatment cannot begin until such resources are found- improvised materials impose a -2 penalty to the treatment roll.
Players make a healing roll [1d6] for each treated injury they currently possess, starting on the turn
after they receive treatment. This roll is made at the end of the player's turn. The amount rolled is added to the wound's healing points, and the wound disappears when the points max out. Whenever a player goes one full turn without taking damage, they regain 5 HP.