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Injuries, Wounds and Damage
Author Russell ?
Original HTML conversion by Henrik Sebring
Comments and Editing by Winterfrost

INJURIES

Here are some new ways of dying, (or not), for cyberpunk. They are playtested some but of course I would recommend them, I wrote the damn things. All I can say is I hope you like them and that they work as well for you as they did for me.

...Happy punkin' kids...

Russell...York....England...Earth....

 

MEDIC!!!!!!!

Getting Medical Attention in 2020 has never been easier, provided you have the cash if you don't......it's off to the ripperdoc for you.

 

WOUNDS AND DAMAGE

Getting damaged and wounded works just like it always did with just one difference:

The way you record wounds. Each wound you get on a particular area you write down the number of points of damage you took in that that area in the spave provided. Then for each point of damage you take you also cross of a box on the wound track and apply saves and effects as before.

For Example: Ripperjack is hit by three 9mm rounds in the torso. The first one gets 3 points of damage through his 'vest'. The second does 1 and the third 6. This means that in the section under TORSO he must now write: 3/1/6 and cross off 10 boxes on the wound track (taking him to Critical where he makes stun saves, etc. as normal).

This means that the player now has a record of each individual wound suffered and this has a few effects that need attention.

 

NATURAL HEALING

One point of damage is removed from each individual wound per day. Thus Ripperjack from above would recover 3 points in the first day and go to: 2/0/5 which brings him down to a serious wound by knocking out 3 boxes on the wound track. So on the second day he would get back 2 points and go to: 1/4, still a serious wound.

The upshot of this is that characters with many small wounds get better faster that those with less large wounds. The other thing to note is that drugs or Nanoids which accelerate natural healing will speed up this process proportionatly. i.e. Speed heal will raise it to two points per day off each wound.

Certain medical or first aid treatments will remove a portion of wounds but usually only one wound can be treated at a time. These will be detailed below.

 

CRITICAL WOUNDS

These still occur. Any character amassing 12 points in one area will have it rendered useless.

12 points in the head or torso means the character goes into a coma for 1D10 days and must pass a mortal 1 death save every day.

12 points in an arm or leg means it cannot be used until medical attention is sought.

Single wounds causing 10 or 11 points of damage to one area cause critical effects as follows below:

10 points in the head requires an instant Mortal 4 save and in any case renders the victim into a coma lasting 2D10 days. A mortal 3 death save must be passed every day for the first half of this time. There is a 50% chance of brain damage. This is permanent and reduces INT by D4.

10 points in the torso, (Note: for decentralised heart this goes up to 12), requires a single mortal 1 save (death and stun) and needs a save each minute after the wound at one mortal level greater (i.e. 2, then 3, then 4, then 5, etc...). This continues till the patient is stabilised, healed or dies....

10 points to any arm or leg will break it, this immobilises it so it cannot be used until it has been re-set (this means it cannot be used for 1D10 weeks from when it is set).

Single wounds causing 12 or more points of damage will cause a mortal effect as described below:

12 points to the head (after doubling) will kill the character outright. He or she automatically drops to death state 10 as his or her head is literally blown off!!!!

12 points to the torso (14 for decentralised heart) will automatically put the victin at death state 1 regardless of wounds, this increases as per normal. This represents major internal organ damage.

12 points to any arm or leg will either mangle it or sever it completely. This means the victim must make a mortal 0 stun and death save, with another save one level more each turn (i.e. mortal 1, then 2 then 3 etc...). The limb must also be replaced by meat or cybernetics.

 

Please send all contributions to winterfrost@geocities.com

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