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.

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