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Instead of being dead at zero St the character goes into shock. With
medical treatment they may recover. With out, shock can lead to death.
After the shock table below are the categories of damage a character can
recive. The category most characters will be interested in is Mechanical
Trauma because this is the type of injury caused by normal weapon attacks.
The majority of armour is designed to give protection against Mechanical
Trauma, but may provide little, or no, protection against other types of
wounds. Luckily for most characters, other types of injuries than
mechanical are infrequent and rarely seen.
0 Disorientation: at a distance they seem restless.
-1 Air hunger: rapid and shallow breathing, and/or thirst.
-2 Dazed: mental confusion, dizziness and pale skin.
-3 Weakness: dry mouth, and they seem calm and tired.
-4 Thready pulse: weak, rapid, and low strength.
-5 Clammy skin: reduced arterial blood pressure.
-6 Nausea: blotch or bluish skin especially around mouth.
-7 Dialated pupils
Types of Damage
Biological: This covers diseases. The numbers listed are the average
save vs. Strength required to overcome the disease in it's early stages.
Intestinal (2d): Acquired by ingestion of infected material.
Respiratory (3d): "Droplet Infection" via the mouth, nose, and
Insect borne (4d): Transmitted by blood sucking insects.
Chemical: Gases, bases, acids, and drugs. Some of the Gases can be
found on the AIR page.
Electrical discharges: In most cases of low voltage (like a house hold
current) CPR is the first aid used to revive the person. Asphyxia may have
been caused the current stimulating the nerves which sometimes results in
stopped breathing. Amperage determines the intensity of the electrocution,
and voltage is the electromotive force (most house holds have low amperage
which is safer). Discharges of electricity need an entry and a discharge
point to course through either a person or item. High voltage (lightning is
about 55,000 volts) disrupts nerve impulses and may cause cardiac arrest.
Frostbite: Occurs on the ears, nose, fingers, and feet.
Weakness, lack of clothing, or insufficiency of peripheral blood vessels may
help it to occur in extremely cold tempuratures. The symptoms are; sharp
prickling from numb, hard area of the skin. The symptoms of a terminal case
are swelling, blisters, tissue dies and sloughs off, and the area is
extremely susceptible to infection.
Cold exposure: To the entire body, unlike just the extremitites
given in frostbite, over long periods of time result in the following
1 Blood is diverted deeper into the body.
2 Edema and fluid seepage through skin called hypotension.
Hypotension is a type of blood loss through the skin because of heat or cold
injuries. It may cause shock the same way blood loss does under the CUT
3 Anoxia of skin and tisssue under skin.
4 Blood begins to cool and all organs are affected, usually
followed by death.
Fire/Heat: Since every bit of fire in the game already has some
kind of damage value assigned to it, here are the medical definitions of
1-5 First degree burn: pain and some edema
6-10 Second degree burn: blisters and considerable edema
11-15 Third degree burn: epidermis destroyed, charring of muscles
and nerve endings, extremely susceptible to infection, fluid loss,
electrolyte loss, and desperately needs a skin graft.
Mechanical Trauma: Injury to a portion of the body by a blow, crush,
abrasion, cut, or penetrating wound. Complications are fracture,
hemorrhage, and infection. First a table of the weapons and the types of
damage they do. Then the details on the damage.
CLUB: CUT: JAB: STUN:
3 sectional staff Boomerang iron Arrow Berzerk is immune
Bola Cat-o-nine tails Cestus Flamming lotus is
Boomerang wooden Claws Claws Head smash
Bo staff Halberd Dagger Roll
Chain Kama Epee Slam
Hammer MACE Foil Tackle
Flail SWORD Saber Throw person
Kusari POLEARM Morning star Hook pulldown
Nunchucka Main gauche Sheild rush
Cut [capillary, venious, and arterial bleeding & STUN]: An
incision will cause capillary bleeding (blood oozes from the wound) at 1-4
points of damage to help clean out the wound, prevent infection, and will
then coagulate on its own. An incision of 5-7 points of damage will cause
venous bleeding (Blood flows from the wound) in additon to the normal DX-2
next turn, and will require direct pressure to assist the coaglulation. If
not, the character will bleed to death by the end of the day. Arterial
bleeding (blood spurts from the wound) is restricted to wounds of 8 or more
points of damage in this game, and will require medical assistance. A
Physicker applied and monitored tourniquet, or cauterization to treat. The
character will bleed out 7% of their blood a minute. The average man has 5
liters of blood so figure 0.5 liters per point of strength for any blooded
creature. Loss of 10-19% causes adrenaline. Loss of 20% causes clammy
skin. Every 14% causes a loss of -2 to Ma. Loss of 50% or more will lead
to death. And even if a turniquet is applied correctly, the cutoff of blood
flow to that limb can still kill the character. Unless the Physick is
monitoring the turniquet and adjusting it's tightness occassionally.
Club [bruise, edema, and fracture & STUN]: A smash for 1-4 points
of damage will cause colorful bruising which is caused by blood coagulating
under the skin. A smash of 5-7 will cause edema and give the victim DX-1
per case of swelling. It is not for next turn only, but untill the wound is
healed down to only 3 points. A smash of 8 or more points will cause a
fracture and render a limb useless, or break a number of ribs equal to the
JAB [INFECTION, edema, arterial bleeding & STUN]: Creates a
puncture wound which doesn't allow nearly enough bleeding to wash out the
chance of infection, unless an artery was punctured (eight or more points of
damage), in which case te blood will purt out of the little hole (see
arterial bleeding under CUT above). If the character is jabbed for 5-7
points of damage they During the first nights sleep the total damage
received in jab(s) is added up and subtracted from the wounded character's
strength. The results are applied as follows. -1 to -4 = INFECTION (delays
healing of wound by one week), -5 to -7 = edema (swelling causing Dx-1 per
wound) and INFECTION (delays healing one week), -8 or higher = bacterimic
shock (an infection that has spread to the circulartory system, death will
ensue in St days).
STUN [normally lose movement this turn and next action]: The
standard stun causes a character to get knocked down and if they haven't
actioned this turn, they loose their action, but if they have they loose the
action next turn. CUT, CLUB, and JAB all automatically cause a stun on 8+
damage. The stunned character must also drop any ready weapons they have.
Poisons and pisoning: See some limited information on the TOXICOLOGY
Pressure, changes in: This covers decompression sikness like the bends
(caisson disease) and/or nitrogen narcosis. This also includes shok waves,
or what is more commonly called blast injury; which is just a more sudden
form of pressure change in gas or liquids.
Caisson Disease: (the bends) Expansion of gas in the blood
stream. The incremental effects are: soreness, stiffness, pain, character
bends all limbs due to pressure of gas in the joints, character doubles
over, assumes fetal position, blood vessels rupture and cause minor internal
hemorrhaging, intestines rupture, death.
Decompression sickness: Victim suffers from Nitrogen Narcosis,
and caisson disease.
Nitrogen narcosis: At stage 7+ death usually ensues.
3 Talks nonsence
4 Talks to things/fish
6 Hums to self
7 Goes into fetal position
Blast: These injuries come in two phases. Body violently
squeezed, may hurt chest or abdomen. Wave of lowered pressure: over
expansion of body may; rupture lungs, rupture other organs, or intestins.
In the case of a grenade or petard, 8+ in actual damage taken to a character
will result in one of the last three. 16+ if the detonation took place
outside the Labrynth in the open air.
Radiation: Alpha, beta, and gama. Clothing stops the first one.
Armor the second. And only magic, or earthworks stops the third.
Shock metamorphism: Changes of physiology due to high impact or
excessive force. If a character takes more damage than their entire St in
one blow, even to a limb or other extremity, it still has a chance to kill
them. This literally changes the physiological structure of the individual,
or part of the individual , so struck. Divide the damage by the character's
St. This is the number of dice they need to save vs. St to live. An
example is in order. Say a building fell on Feldman's arm and did 40 points
of damage to it. Now granted, the arm is lost. But the shock wave of an
impact that intense will travel up the tissue and blood pressure like a
tidal wave. He has a St of 10 and has to roll 4d vs. St or die instantly.
And once removed the bones in his arm will not be shattered will appear to
the casual observer to have grown flat from his youth.
David Michael Grouchy II
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