Health and Damage in Emala | World Anvil

Health and Damage

Damage and Wounds

If an attack would hit a character follow the following steps

  1. Roll to see the Hit Location hit (you can find this chart on the species page)
  2. Roll weapon damage and damage modifier
  3. Apply damage modifications from magic or other effects
  4. If parried, reduce damage appropriately
  5. If the hit location is armored, reduce the damage by the Armor Points value

If the damage is above zero after the following steps are completed the character receives a wound, subtract that much damage from the location's Hit Points. The severity of the wound depends on the amount of remaining Hit Points on the location.

Minor Wound

Hit Location still has positive Hit Points. They hurt, may bleed, but are not significant enough to slow down or hamper the victim.

Serious Wound

Hit Location is reduced to zero Hit Points or less. The location is permanantly scarred and the victim cannot attack or start to cast spells (but can still parry or evade) for the next 1d3 turns due to being stunned or distracted by the pain of the wound.

A character suffering a Serious Wound must immediately make an opposed test of their Endurance versus the successful attack roll of their enemy. Failure results in the hit location being rendered useless until the location is restored to positive Hit Points. If a leg, the victim drops prone. If an arm, they drop whatever they are holding. If the Abdomen, Chest, Head, or other similar vital, non limb Hit Locations such as a Thorax, the character drops unconcious for a number of minutes equal to the amount of damage sustained in the attack causing the wound.

First Aid Aid or Healing skill can be used to help an uncioncious victim regain consciousness, but they will not be able to rejoin any combat until they have received further healing to the wounded location. At the GM's discretion the wound may cause difficulty grade penalties to actions using that limb until it is reduced to a Minor Wound.

Major Wound

Hit Location is reduced to a negative score equal to or greater than its starting Hit Points. The character is immediately incapacitated, unable to continue fighting. The limb is considered to be severed, shattered, or otherwise made permanantly and completely unusable by a Major Wound.

The character drops prone, physically incapacitated, and must immediately make an opposed test of Endurance versus the successful attack roll of their enemy. Failure results in an instant and gratuitious death (decapitated, chopped in half, impaled through the heart, torn apart, and so forth). If they survive, and the location is not treated within a number of Rounds equal to twice their Healing Rate, they still die from blood loss and shock.

Since most Major Wounds require some form of surgery or major magic to heal, the sufferer will be very unlikely to recover from a major wound in time to rejoin combat. Depending on the available treatment, the wounded location will be potentially maimed.

Healing From Injury

Normal healing from wounds an injuries is based on the character's Healing Rate and the wound level. Each hit location recovers a number of Hit Locations equal to the character's Healing Rate once per time period, where the time period is based on the wound level as described below.

  • Minor Wounds: Days
  • Serious Wounds: Weeks
  • Major Wounds: Months

Thus a character with a Healing Rate of 3 who suffers damage taking them to -3/5 in a Hit Location, a Serious Wound, will heal naturally at a rate of 3 Hit Points per week until their wound goes above zero (becoming a Minor Wound), and then heal 3 Hit Points per day until fully recovered.

There are certain restrictions on natural healing. The healing character cannot engage in strenous activity, otherwise the number of gained Hit Points during that time period is reduced by 1d3. Thus, a character recovering from even a Minor Wound could find their progress halted if they decide to engage in any physical tasks that might exacerbate their injuries.

Natural healing will not begin to heal a Major Wound until that location has been treated with a successful Healing roll. Non-dismembering Major Wounds which are not treated in a number of days equal to one twentieth of the Healing skill become maimed, permanantly reducing the Hit Points of the location.

Permanent Injuries

Some Major Wounds, and certain poisons or diseases inflict maiming injuries; for example crushed and severed limbs, or the necrotic effects of venoms. The result of this damage permanently reduces the Hit Points on that location, forever weakening it. A location maimed this way uses the diminished Hit Point value to calculate its new Serious and Major Wound thresholds.

For permanent injuries caused by accident or battle, roll 1d3 and consult the following table to see the extent of the maiming. In cases where a limb is lost, even partially, some numbers rolled when rolling Hit Location that would normally hit the maimed location might now miss. For example, a Mujab normally will be hit on the right arm if the d20 rolls 13-15. If they lost their right arm from the elbow down, 14 and 15 might become misses. The specifics of this are at the GM's discretion.

1d3Hit Point ReductionMaiming Result
1 Character permanantly loses one third of the Hit Points in that location If a limb, this represents the maiming of a hand or foot. If the head, the character loses one of their sensory organs such as an eye, ear, or nose. Anywhere else it denotes a disfiguring scar.
2 Character permanantly loses two thirds of the Hit Points in that location A limb is maimed from the elbow or knee down. The head loses two sensory organs. Torso exhibits a gruesomely horrible scar.
3 Location is reduced to a single Hit Point Limbs are maimed from the shoulder or hip down. The head either loses three sensory organs, half the face, or the entire jaw. Chest or abdomen shows such a horrific scar or deformation nobody seeing the healed wound can comprehend how the victim survived.

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