D20 Modern Horror Combat System Part 5 – Legs

After this I just have arms and special locations to do and the rules will finally be finished (in their basic form). So let us continue…

Whole Leg (Medium Body HP)
ZERO LHP : The character has sprained his knee and is penalized -50% movement rate until returned to 1 Leg LHP. Both Legs are cumulative for -100% movement with 2 sprained knees.
DOUBLE MAX : The character’s leg is broken in multiple places (at least one at or above and one below the knee). Walking without a crutch is impossible and a full leg cast is required for a period of 1d3 months before walking without a crutch is possible.
CRITICAL : Gunshot : Kneecapped! FORT Save DC 25 to remain conscious through the pain (will waken when 1 LHP restored). Character suffers -50% movement rate, which lowers to -25% after 1d3 months of rehab.
Slice : REFLEX Save DC 25 or leg severed at the knee! If save failed the character is bleeding at 3 HP/round and only able to crawl for movement (the leg can be reattached using micro-surgery, remember to use Preserve Limb Skill where necessary). If save is successful then an artery has been sliced and still bleeding at 3 HP/round but at least you still have your leg.
Pierce : REFLEX Save DC 25 or character’s leg is impaled (bleeding 3 HP/round). Otherwise, a deep wound is bleeding at 2 HP/round.
Crush : Lower femur, knee and upper tibia shattered, FORT Save DC 25 to remain conscious (will regain consciousness when healed for 1 LHP). Unable to walk but can crawl. Will require 2d3 months recovery and rehab before able to walk again (permanently -10% movement speed though).
Rip / Tear : Leg shredded! A gaping wound is bleeding out at 4 HP/round and will need to be tightly bound to prevent further bleeding (Staunch Wound is DC 20 in this case).
Fire : The character suffers 3rd degree burns over most of the surface of the leg, this means he is unable to walk or run. Lose 50% HP and will require rehab and skin grafts to regain full movement (2d3 months).
Acid : The character’s skin is melted away to expose underlying muscle tissue. FORT Save DC 20 to prevent passing out from pain and shock (the character will regain consciousness when 1 LHP is restored). The character is bleeding at 3 HP/round and is unable to walk or run until skin grafts and rehab are performed (2d3 months in hospital).

Upper Leg (Medium Body HP)
ZERO LHP : The character’s thigh muscles spasm and lock up, he can still limp along at 50% movement speed until 1 LHP is restored to the Upper Leg.
DOUBLE MAX : The character’s femur is broken, you won’t be walking this injury off…for obvious reasons. The character is going to be in traction in hospital for 3 weeks then will require a full leg cast that he will wear for 3 months (-50% movement rate) after which he will require 3 months of rehab to regain a full range of motion (-25% movement rate until that elapses).
CRITICAL : Gunshot : REFLEX Save DC 20 or else the character’s femoral artery is pierced, without Triage Surgery in the next 2 minutes the character will bleed out… you, you’re dead. If the save is successful the character has a gruesome hole in his thigh (-50% movement) and is bleeding out at 3 HP/round.
Slice : Exact same results as Gunshot Crit but it’s a slash injury instead of a hole.
Pierce : See Gunshot Crit.
Crush : The character’s femur has been broken, see Double Max for details.
Rip / Tear : As Gunshot Crit but if save successful then bleeding at 4 HP/round.
Fire : REFLEX Save DC 20 or upper leg cooked to the bone…yup, you’re dead. If the save is successful then the character receives 3rd degree burns to his thigh (-50% movement and -25% total hit points). The character will die in 1d3 days from sepsis and infections unless he gets to a hospital for skin grafts (1d3 months recovery).
Acid : REFLEX Save DC 20 or upper leg melted down to the bone…yup, you’re dead. If the save is successful then the character receives 3rd degree acid burns to his thigh (-50% movement and -25% total hit points) and is bleeding at 2 HP/round. The character will die in 1d3 days from sepsis and infections unless he gets to a hospital for skin grafts (1d3 months recovery).

Lower Leg (Medium Body HP)
ZERO LHP : The character has wrenched his ankle (-25% movement) and is walking with a pronounced limp. This effect can be cured when the Lower Leg is restored to 1 LHP.
DOUBLE MAX : The character has suffered multiple micro-fractures and contusions in the Lower Leg region. He is unable to put any weight on that leg (-50% movement) and is bleeding as well (1 HP/round). It will require 2d3 weeks in a cast and on crutches (-25% movement) before the character is returned to full health.
CRITICAL : Gunshot : The effect depends on the calibre. 357MAG and up will blow the leg off at some point below the knee (FORT Save DC 25 to remain conscious) and the character is also bleeding out at 4 HP/round. Lower calibre ammo will only cause severe bleeding and nerve/muscle damage (-50% movement and bleeding at 2 HP/round). See Preserve Limb rules to determine whether the leg can be reattached. If the leg cannot be reattached then a prosthetic can be fitted instead (permanent -25% movement).
Slice : The character’s leg is severed below the knee (same effects as Gunshot Crit)
Pierce : The character has had his calf muscle impaled. He is now limping (-25% movement) and bleeding heavily (3 HP/round). Staunching and tightly binding the wound will allow normal movement and stop the bleeding but without surgical stitching he will begin bleeding and limping as soon as the binding is removed.
Crush : The shin has been broken (-50% movement) and will not heal without 2d3 weeks set in a cast.
Rip / Tear : The character has lost the majority of his calf muscle (-50% movement and bleeding 3 HP/round). FORT Save DC 25 to avoid surgical amputation within 24 hours.
Fire :  The lower leg has been thoroughly cooked, an amputation within 12 hours is necessary or sepsis and infection will set in and the character will be dead within 12 hours after that.
Acid :  The character’s leg has been melted off below the knee (FORT Save DC 20 to remain conscious), he is bleeding at 3 HP/round and movement at -50%.

Foot (Small Body HP)
ZERO LHP : The character’s foot is sprained and he is walking with a limp (-25% movement). Healing 1 LHP will restore full movement.
DOUBLE MAX : The character’s foot is broken (-50% movement) and he acquires a Pain Level. It will take 1d3 months in a cast before the character will be able to walk without penalty.
CRITICAL : Gunshot : The character has been shot through the foot and is bleeding as well as had a few small bones broken (-25% movement and bleeding @ 1 HP/round). It will take 1d3 months in a cast to restore full movement.
Slice : The character’s foot has been cut off (FORT Save DC 20 to stay conscious). If the character remains conscious then he is bleeding at 3 HP/round and takes a 50% movement penalty. If the foot can be reattached it will take 2d3 months of healing and rehabilitation to regain full mobility, otherwise a prosthetic can be fitted and the character takes a permanent -25% movement penalty.
Pierce : Impaled! REFLEX Save DC 25 to avoid having the character’s foot pinned to the ground/floor. The foot is bleeding at 2 HP/round and movement is reduced by -25% until bleeding staunched.
Crush : Crushed! Multiple broken bones in the foot prevent the character from putting any weight on it (-50% movement). If the bones are not set within 12 hours blood will begin to pool and require leeching or draining, if this is not done then the character will need to have his foot amputated within 12 more hours or die. If the bones are set (FORT Save DC 25 to remain conscious during the process unless local anaesthetic is used) then a cast must be worn for 1d3+1 months (-25% movement) before full mobility is restored.
Rip / Tear : See Slice Crit but bleeding is at 4 HP/round.
Fire : The foot is cooked (FORT Save DC 20 to remain conscious) (-50% movement). It will require amputation within 12hours or else sepsis and infection will set in and the character will die within 24 hours afterwards. Permanent -25% movement once a prosthesis has been fitted.
Acid : The character’s foot has been melted off, he is bleeding at 3 HP/round and is at -50% movement (FORT Save DC 20 to remain conscious). Standard -25% movement penalty once fitted with a prosthesis.

Toes (Tiny Body HP)
ZERO LHP : The toe has been dislocated (-5% movement per toe). This effect will wear off once 1 LHP is restored.
DOUBLE MAX : The toe has been mashed! FORT Save DC 25 to prevent infection and eventual amputation. The character loses 10% movement until the toe is splinted (which reduces it to 5% penalty). The toe will heal in 2d4 weeks.
CRITICAL : Gunshot : The character’s toe has been shot off (FORT Save DC 25 to have anything left that can be reattached). -5% movement and bleeding at 1 HP/round (the movement penalty is permanent if the toe was destroyed).
Slice : Toecutter! The character’s toe has been severed (-5% movement and bleeding 1 HP/round). It will take 2d4 weeks in a boot after reattachment to fully heal the foot (-10% movement during this time).
Pierce : The character has had his toe impaled (REFLEX Save DC 20 to prevent being pinned to the floor). -5% movement and bleeding 1 HP/round.
Crush : See Double Max for effects.
Rip / Tear : As Slice Crit but toe destroyed.
Fire : The character’s toe has been burnt off (permanent -5% movement penalty).
Acid : The toe has been melted off (permanent -5% movement penalty) and he is bleeding at 1 HP/round.

D20 Modern Horror Combat System Part 4 – Torso the Back

Well I finally did the butt. I think I did it up pretty good too.

OK, I promise that’s the last pun about body parts I’m going to crack. That’s an easy promise to make since all the funny parts are all finished up (well, I guess there is still the funny bone…OK OK I’ll stop!). So, let us continue…

Whole Back (Medium Body HP)
ZERO LHP :  You are suffering from severe back spasms and cannot walk or move in any way due to the pain. This will continue until at least 1 LHP is restored.
DOUBLE MAX : You have numerous fractured and herniated discs as well as a couple cracked ribs. You MUST NOT be moved unless it is on a neck board/spinal isolation gurney. If any movement is attempted before that equipment then you will be rendered permanently paralyzed from the waist down. The character can move at 10’ round if they can have their LHP raised to 1 but no attack/defence/skill use is possible until fully healed. Fully healed in this case means 2 month immobile in a hospital bed plus 4 months of physical rehab.
CRITICAL : Gunshot : REFLEX Save DC 15 or else the spinal cord was nicked and the character is now partially paralyzed from the waist down (will require a pair of cuffed walking canes to move at 10’ per round from now on) and that is only after 3 months of hospital stays and physical rehab. If the save was successful then the character is only bleeding at 3 HP/round instead.
Slice : Same effects as Gunshot Crit.
Pierce : Impaled! REFLEX Save DC 20 or else thoracic artery punctured, you will die of blood loss in 2 minutes unless you can get to an emergency room. If the save is successful then bleeding for 3 HP/round.
Crush :  Crushed! REFLEX Save DC 20 or else spine and ribs crushed, death in 2 minutes. If save successful then knocked unconscious for 5 minutes and lose 50% of walking speed and remaining hit points from multiple rib fractures.
Rip / Tear : Same effects as Gunshot Crit except bleeding at 4 HP/round is save successful.
Fire : FORT Save DC 20 to resist passing out from the pain and falling into a coma. If the save was successful then the character is awake and aware but unable to move though he can still attack from a prone or propped-up position. In both cases, the character will not recover without a week in hospital then 1d3 months for the skin grafts to take before returning to normal activity.
Acid : Same effects as Fire Crit with the added bonus of bleeding at 2 HP/round.

Upper Back (Medium Body HP)
ZERO LHP : The character’s upper back is seizing up with muscle spasms, he can still move at full rate but will be unable to attack/defend or perform any skills involving his hands. The spasms will cease as soon as 1 LHP is restored to the Upper Back.
DOUBLE MAX : Both of the character’s shoulders are dislocated and his shoulder blades are fractured. FORT Save DC 25 to stay conscious and not pass out from the pain. Consciousness is not regained until 1 LHP restored to Upper Back. In either case, the character will require both arms in slings for the next 1d3 months even after restoration of full LHP.
CRITICAL : Gunshot : REFLEX Save DC 20, if unsuccessful then spinal cord severed and permanently paralyzed from the mid-chest down. If the save is successful then the character suffers a punctured lung. The character will suffocate and die in 2 minutes unless an emergency vent is performed (Treat Injury DC 20). In both cases, the character is bleeding at 1 HP/round.
Slice : See Gunshot Crit but bleeding at 2 HP/round.
Pierce : See Gunshot Crit.
Crush : The character has suffered several broken and fractured ribs. His movement is reduced by 50% and he suffers a -3 penalty to all attack, damage and skill rolls. This will persist until chest is tightly bound at which point it will be reduced to -1 for the next 2d4 weeks until fully healed.
Rip / Tear : Horrible lacerations across the character’s back and shoulders are bleeding profusely (4 HP/round).
Fire : REFLEX Save DC 25 avoid the full brunt of the blast and only lose 50% of overall HP. If save fails then the lungs are superheated and burst …yup, you’re dead.
Acid : REFLEX Save DC 25 avoid the full force of the spray and only lose 50% of overall HP. If save fails then the lungs are melted …yup, you’re dead.

Lower Back (Medium Body HP)
ZERO LHP : The character begins to suffer painful back spasms that make it impossible to walk or run (crawling is still an option). These spasms will cease as soon as 1 LHP is restored to the Lower Back.
DOUBLE MAX : The character’s lower back is broken and his spinal cord severed, he is now permanently paralyzed from the waist down. But in the near term he will die from shock and possible stroke if he is not immobilized and strapped to a neck board, until he heals to 1 LHP naturally in a hospital setting. It will require 1d3+3 months of rehab and bed-rest before he will be able to move around in a wheelchair.
CRITICAL : Gunshot : REFLEX Save DC 20, if unsuccessful then spinal cord severed and permanently paralyzed from the waist down and he is bleeding at 1 HP/round. If the save is successful then the character suffers a perforated organ (most likely liver, kidney or intestines) and is bleeding out at 2 HP/round.
Slice : As Gunshot Crit but the bleeding effect is always 3 HP/round.
Pierce : As Gunshot Crit but the bleeding effect is always 3 HP/round.
Crush : REFLEX Save DC 25, if unsuccessful then the lower spine is crushed and the character is permanently paralyzed from the waist down. If the save is successful then the character has suffered contused organs and is bleeding internally at 1 HP/round (Staunch Wounds only applicable in a hospital setting when dealing with internal bleeding).
Rip / Tear :  As Slice except the bleeding effect is raised to 4 HP/round.
Fire : REFLEX Save DC 25 avoid the full brunt of the blast and only lose 50% of overall HP. If save fails then the internal organs are superheated and cooked …yup, you’re dead.
Acid : REFLEX Save DC 25 avoid the full force of the spray and only lose 50% of overall HP. If save fails then the abdominal area melts and the character is now in 2 parts …yup, you’re dead.

Buttocks (Medium Body HP)
ZERO LHP : The character’s ass is numb, this makes it very difficult to walk or run (-50% movement speed). This effect will wear off if Buttocks are restored to 1 LHP.
DOUBLE MAX : The character’s gluteus maximi have been partially torn loose from his hips and pelvis (FORT Save DC 25 to remain conscious despite the pain, consciousness is regained when restored to 1 Buttock LHP). The character is unable to walk or run until he is restored to full Buttock LHP. Even after healing is complete the character will walk with a pronounced limp (-25% movement speed permanently).
CRITICAL : Gunshot : The character has taken serious muscle and nerve damage to one buttock (-25% movement) that can only be healed by surgical removal of the bullet and 2 weeks of bed rest.
Slice : A deep cut to the muscle slows the character by 25% and he is bleeding 2 HP/round. Extensive suturing and 1 week of bed rest is required to heal the movement penalty.
Pierce : The buttock has been impaled which slows the character by 50% and causes 1 HP/round bleeding. Extensive suturing and 1 week of bed rest is required to heal the movement penalty.
Crush : The buttocks have been severely bruised and this slows the character by 50%. 1 week of bed rest is required to heal the movement penalty.
Rip / Tear : As Slice Crit but bleeding at 3 HP/round.
Fire : Your Ass Is On FIRE! And it isn’t because of that bad burrito you ate for lunch. REFLEX Save DC 20 to limit the damage to muscles and nerves, if the save is failed then the flames enter the colon and cook the lower intestine…you, you’re dead (after 5 minutes of screaming agony). A successful save means that the character is unable to walk or run until Buttock LHP restored to full and skin grafts are applied (3 months in hospital total).
Acid : The character’s ass has melted, he is bleeding at 3 HP/round, cannot run or walk and unless a FORT Save DC 20 is made he will be permanently confined to a walker or wheelchair (basically infection sets in and the buttocks rot off). If the save is made then the character is unable to walk or run until Buttock LHP restored to full and skin grafts are applied (3 months in hospital total).

D20 Modern Horror Combat System Part 3 – Torso the Front

I truly am sorry for the wait this time but we are getting into some pretty unpleasant to describe stuff here. I was dreading the Groin (hmm, outta context that sounds strange…) but ironically it ended up with some of the longest entries (Groin has the longest entries….the jokes practically right themselves people!). Well enough gallows humour, on with the show!

PS: Next time I do the butt! (OK, I gotta stop these lame puns!)

Torso (Large Body HP)
ZERO LHP : The character has received many bruising blows and nasty contusions. Due to this state of affairs he has passed out from pain and the wind being knocked out of him. In 5 rounds he will wake up but will be unable to defend or attack and in fact can only move at a stumbling 10’ per round. When he is restored to 1 LHP on his Torso then he will be restored to full consciousness and can act/react normally until dropped to 0 once more.
DOUBLE MAX : You are bleeding out and will DIE without immediate medical assistance!
You have been severely lacerated and contused, you are now bleeding at 4 HP/round until you die or can have emergency surgery performed on you.
CRITICAL : Gunshot : REFLEX Save DC 20 or else your thoracic artery is perforated, you will die of blood loss in 2 minutes unless you can get to an emergency room. If the save is successful then a major organ is hit instead and the character is knocked unconscious until his Torso is healed 1 LHP, he still loses 2 CON in any case. After 1 month of recovery and rehab this is reduced to 1 CON loss.
Slice : REFLEX Save DC 20 or else you are disembowelled, agonizing death within 5 minutes without emergency surgery (FORT Save DC 20 to survive the procedure). If the save is successful then only bleeding for 3 HP/round.
Pierce : Impaled! REFLEX Save DC 20 or else thoracic artery punctured, you will die of blood loss in 2 minutes unless you can get to an emergency room. If the save is successful then bleeding for 3 HP/round.
Crush : Crushed! REFLEX Save DC 20 or else major organs and ribs crushed, death in 2 minutes. If save successful then knocked unconscious for 5 minutes and lose 50% of remaining hit points.
Rip / Tear : Sever lacerations are causing you to bleed for 4 HP/round.
Fire : 3rd degree burns to most of the torso, FORT Save DC 25 to resist passing out due to the pain (unconsciousness lasts for 24 hours or until morphine for pain relief is administered). In any case, the character will die within 24 hours due to severe infection and blood loss unless emergency surgery and skin grafts are applied.
Acid : Skin melted off, same effects as Fire Crit.

Chest (Medium Body HP)
ZERO LHP : Wind knocked out of you! You are reduced to 10’ round movement and no more than 100’ per minute total until your ribs are bound and brought back to 1 LHP.
DOUBLE MAX : Ribs Crushed!
CRITICAL : Gunshot : Punctured Lung! The character will suffocate and die in 2 minutes unless an emergency vent is performed (Treat Injury DC 20). This must be maintained a la 3 Kings until access to a hospital is possible.
Slice : Lung sliced, same results as Gunshot Crit.
Pierce :  Lung impaled, same results as Gunshot Crit.
Crush : Ribs Crushed! Character reduced to 10’ movement per round. Bleeding internally 1 HP/round.  Will increase to 5 HP/round if any attack performed causes a critical or any critical is caused by the character. Staunch Wound required to slow bleeding of course.
Rip / Tear : Lung possibly perforated! REFLEX Save DC 20 or else same effects as Gunshot Crit. If save successful then bleeding at 2 HP/round.
Fire : 3rd degree burns to chest! The character is unconscious until at least 1 LHP is healed to the Chest area. Until the character is healed to full LHP he is limited to 10’ round max.
Acid : As Fire Crit with the added bonus of 1 HP/round bleeding until Staunched.

Heart / Breastbone (Tiny Body HP)
ZERO LHP : Sprained breastbone! The character is knocked unconscious until healed to 1 LHP. A 2nd attack will certainly impale the heart (or what passes for one), certain death.
DOUBLE MAX : The heart is obliterated! The character gasps a few words then dies!
CRITICAL : Gunshot : Bull’s-eye! REFLEX Save DC 25 or heart pierced and dead. If save successful then a thoracic artery is perforated only for 4 HP/round until Staunched.
Slice : Bleeding for 4 HP/round.
Pierce : REFLEX Save DC 25 or impaled and immediate death! If save successful then 4 HP/round bleeding from thoracic vein (repaired from Staunch Wound).
Crush : Breastbone crushed, heart destroyed, immediate death! REFLEX Save DC 20, if successful then only bleeding 4 HP/round instead (Staunch Wounds to repair).
Rip / Tear : Breastbone torn free! REFLEX Save DC 20 or else heart is exposed and death in 3 rounds. If save successful then only bleeding 3 HP/round but this requires emergency surgery to stop (First Aid without a hospital won’t do).
Fire : REFLEX Save DC 20 or else heart burnt to a crisp and immediate death. If save successful then unconscious until healed to full HP.
Acid : As Fire Crit except that also bleeding at 1 HP/round as well as unconsciousness from successful save.

Abdomen (Medium Body HP)
ZERO LHP : Wind knocked out you and you are badly lacerated! Character is unconscious until raised to 1 Abdomen LHP.
DOUBLE MAX : The character has suffered a partial disembowelment and is unable to attack or defend and can only move at 10’ round until emergency surgery can be performed (raising him to 1 LHP). The character is also bleeding at 2 HP/round.
CRITICAL : Gunshot : One of the most agonizing injuries, a gut shot. This incurs an additional Pain Level and the character is bleeding at 1 HP/round, this may not sound like a lot but unlike other bleeding injuries Staunch Wound does not work. This bleeding can only be stopped with Triage Surgery.
Slice : Disembowelled unless REFLEX Save DC 25 is successful. A successful save means bleeding at 2 HP/round. If the save is failed then the character’s innards are now on the outside and he will die within 10 minutes unless he can be transported to a fully equipped ER.
Pierce : Impaled unless REFLEX Save DC 25 is successful. A successful save means bleeding at 2 HP/round. A failure means that the character has the weapon passing straight through his abdomen and it is stuck unless Triage Surgery is performed, until then he is bleeding at 4 HP/round.
Crush : FORT Save DC 25 or multiple organs crushed and the character dies in agony in one minute. If save is successful then he is haemorrhaging internally at a rate of 1 HP/round. Internal bleeding requires Staunch Wounds but only in a fully equipped ER.
Rip / Tear : As Slice Crit but only 5 minutes until death.
Fire : REFLEX Save DC 25 or abdominal area cooked… yup, you’re dead. Successful save means the character passes out from shock and will slip into a coma and die within 24 hours unless hospital care is provided.
Acid : REFLEX Save DC 25 or abdomen melted … yup, you’re dead. Success has the same results as Fire Crit.

Groin (Medium Body HP)
ZERO LHP : The character has passed out from the pain and is curled into a foetal position (male OR female). Consciousness will only be regained once 1 LHP is restored but the character will incur an extra Pain Level until fully healed.
DOUBLE MAX : This is bad… this is very bad. All external genitalia (male OR female) are destroyed. The character is bleeding out at a rate of 3HP/round and a male character is rendered permanently sterile for obvious reasons, female characters get a FORT Save DC 25 to survive with baby-making capabilities intact. The pain is beyond belief and will render the character unconscious from shock until all LHP are restored. 6 months of recovery, a lifetime of hormone therapy and multiple plastic surgeries will allow a male character to be sexually active… eventually.
CRITICAL : Gunshot : REFLEX Save DC 25 for male characters or else, um, well, their genitals are shot off….all of it. This has the same effect as Double Max. If the male character makes the Save and for all female characters they have had their bladder perforated which incurs bleeding of 2 HP/round and a FORT Save DC 20 to resist sepsis, if this Save fails then the character must be brought to a surgical facility or die of infection and blood poisoning within 24 agonizing scream-filled hours.
Slice : REFLEX Save DC 25 for male characters or else they have a partial genital amputations (in other words, they can still have kids but must sit down to pee) meaning bleeding at 2 HP/round. This will knock out the character due to pain until they are restored to full Groin LHP. If the Save is successful or it was a female character that was Criticalled then the bladder was sliced instead (same effects as Gunshot Crit).
Pierce : REFLEX Save DC 20 for all female characters or an ovary is impaled and pregnancy chances drop by 50%. They will also bleed out at 3 HP/round and pass out from pain until all Groin LHP are restored. Females that Save successfully and all male characters suffer a bladder impalement instead (see above for the effects).
Crush : REFLEX Save DC 25 for male AND female characters, if failed then testicles/ovaries are crushed and the character is rendered permanently infertile. The character is also bleeding internally at a rate of 1 HP/round. Internal bleeding requires Staunch Wounds but only in a fully equipped ER. The character is also knocked out by the pain until Groin LHP restored to full. If the save was successful then only the pelvis was fractured instead, rendering the character unable to walk or crawl without assistance, though they can still perform any other actions. A fractured pelvis will require a full leg cast, crutches and 3 months of healing before full mobility is restored, on the plus side you can still have kids.
Rip / Tear : As Slice Crit but all bleeding rates are increased by 1HP/round.
Fire : That burning sensation you feel …IS VERY REAL! REFLEX Save DC 25 or all external genitalia is burnt away, this applies to male AND female characters alike. No bleeding but character is unconscious until full Groin LHP are restored. The effects are the same as Double Max. Plastic Surgery is not just required for male characters but also females  that eventually want to be sexually active (even if they are not rendered sterile). If the save was successful then it was a glancing flame off the hip/pelvis area, this will knock the character out with pain until all Groin LHP are restored and skin grafts are required within 24 hours or else the character will die from multiple infections and thus organ failure.
Acid : Melty Crotch! REFLEX Save DC 25 or else all external genitalia are dissolved (both genders). See Double Max for details but with the added bonus that the urethra is sealed in the process, if the character does not have emergency surgery within 24 hours the bladder will burst from the pressure and the character will die from sepsis and multiple organ failure in screaming agony. If the save was successful then the hip/pelvis area was hit instead, movement speed is halved (until full Groin LHP are restored) and the character is bleeding at 1 HP/round.