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The following changes have been made to the combat system. These rules do not replace
the normal combat rules unless specifically mentioned otherwise (e.g., you still have Hit
Points, take damage as normal, and die when you hit -10 HP). Rather, their purpose is to
make combats more horrific, and to make mundane physical trauma (like gunshots) more
dangerous to high-level characters.
Critical Wounds System
In this system, regular (non-Critical Hits) represent attacks that have been blunted or
mitigated in some way by the defender. In contrast, Critical Hits represent instances when a
character no matter how badass is unable to prevent serious physical trauma.
Hit Points represent a conflation of the defenders ability to dodge, deflect, suffer through,
and survive damage. This ability is more or less somewhat proportional to Character Level
(i.e., they scale linearly). The downside of the normal damage system is that high-level
characters are unrealistically resilient to normal weapons. These rules attempt to correct
this by making Critical Hits affect or interact with attributes that are not directly proportional
to Character Level (i.e., those that do not scale linearly) and are consequently still fairly
serious for high-level characters. So, Critical Hits no longer do more damage, but rather
cause Critical Wounds. When a character is Critically Wounded, a Status Effect is applied
immediately. This Status Effect may only be healed by a successful Fortitude save, at which
point a Lingering Effect sets in. Characters may recover from Lingering Effects
spontaneously, or they may require surgery to heal.
Critical hits
When rolling to hit, if you roll within the critical range of a weapon and the result is higher
than your targets Defense, you have scored a Critical Hit. There is no longer any need to
confirm a Critical Hit. Remember, Critical Hits do not increase damage, so simply roll
damage as usual.
Body
Part
Torso
6-7
8-9
10
Legs
Arms
Head
Surgery attempts may be aided by anyone with ranks in Treat Injury. If the
character attempting the Surgery check does not have the feat Surgery, then all
checks are taken at -4. Any character lacking Surgeons Tools takes the test at -4.
A hospital adds a +4 to the test result. Characters may take 10 on a Surgery test
(requires 10 hours), but may not take 20.
Critical Modifiers
Some weapons inflict massive Critical Hits. In this system, these weapons will have a Crit
Modifier rather than a Crit Multiplier. This modifier is applied to d20 roll on the Critical
Wound chart. When using rules for weapons that have Crit Multipliers, use the following
chart to convert Multipliers into Modifiers.
Crit
Multip
lier
x2
x3
x4
x5
Crit
Modi
fier
+0
+1
+2
+3
Summary
Coups de grace
A successful coup de grace still automatically scores a Critical Hit, but no longer requires a
Fortitude save vs. death. Rather, it counts as successful Called Shot (attackers choice of
body part, although it must be accessible to attack) and adds a +5 to the Critical Wound
result.
Work in Progress
Please realize that these rules are untested, and as such are subject to on-the-fly
adjustments. Also, feedback is appreciated. Please check with the GM before using
any special rules that affect how Critical Hits or damage function, as such rules may
need to be tweaked to maintain balance.