A Vital Resource

It has been brought to my attention that if someone wants to play my take on the horror genre (or just stumbles across this site) they may have no idea what the D20 System is. So in the interests of spreading knowledge … and my own self-interest, I provide you with this invaluable link:

http://www.dandwiki.com/wiki/MSRD:Modern_System_Reference_Document

I should point out that where there is a conflict with Modern Horror and the MSRD, my rules take precedence. I hope this helps everyone through better understanding. One important area that I just lightly touch on in the rules that I want to reiterate is that only Juvenile Delinquents may multi-class using their own special system. No other class may multi-class so no prestige or advanced classes are allowed (of course your DM can always overrule me).

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Cleaning things up.

Well, I figured now that I have the rules finished that I better post them in a more cohesive format, so now you will find a link at the top of the page that allows full and concise access to them. I have also decided to streamline the name a bit, as it always seemed a bit clunky to me. So I hope you all enjoy Modern Horror : A D20 RPG!

D20 Modern Horror Miscellany

And here it is, the final entry in the rules for D20 Modern Horror. I will be posting the rules in their completed form as a page for easy access once I re-edit and clean up the text. I would also ask that anyone that sees something missing or that you wish to see added to or changed in the rules please drop me a comment and let me know (as a quick aside, I already realize I have no specific rules for Electricity or Prosthesis so I will be adding them both in the near future). So here we gooooo…….

6.0 Psychic Powers

6.1 Sanity Loss
Any psychic is in danger of doing lasting damage to his sanity and his brain from overuse of his powers. Every single use of a psychic power has a cumulative effect on the mind of the Psychic until he has the chance to have 8 hours of uninterrupted sleep. The first use of a power after waking from rest incurs no penalty but the 2nd use causes the loss of 1 point of SAN, the 3rd use causes the loss of 3 points of SAN. The 4th and subsequent uses cause 5 points of SAN loss. The constant increase in difficulty can only be reset with 8 hours of uninterrupted sleep as stated previously. A single use of a power is actually a fluid length of time, every time a Psychic makes a Psychic Focus or Psychic Attack check he makes a Concentration check with the same DC as the Psychic Focus check or AC of the opponent (in the case of a Psychic Attack), as long as the Protagonist can maintain this and no more than 5 rounds without Psychic activity occurs then all Psychic activity is considered a single use. As soon as a Concentration check is failed or 5 rounds without Psychic activity occurs then the single use has ended.

6.2 Psychic Skills – Psychic Focus
This skill operates differently than in D20 Call Of Cthulhu, all Physical Psychics and Mentalists start at 1st level with 1 Rank in this skill. From that point forward no more ranks are put directly into this skill but are expended on the Psychic Discipline the Protagonist has chosen. Whenever a skill check is made for his Psychic Feats its actually this skill that he is using. For example, a Physical Psychic at 1st level has chosen Pyrokinesis and put 3 skill points into it, thus he has 4 Ranks in his Feat (including the Rank in Psychic Focus) whenever he must make a skill check in Pyrokinesis those are the Skill Ranks he adds. NOTE : When an attack roll is required for a Physical Psychic Attack  the WIS modifier replaces the standard STR or DEX mod and for Mentalist powers the CHA modifier does the same. Pyrokinetics and Cryokinetics are Touch attacks even when ranged but Telekinetic are standard attacks. Pyrokinesis uses Fire for Critical Hits on Body Locations, Telekinesis uses Pierce and eventually Gunshot, Cryokinesis has the same effects as Acid due to either shattering or frostbite leading to the slewing off of flesh.

7.0 Campaign Concepts

7.1 Victims
Victims are key to a successful Modern Horror campaign, if the DM runs Tales dramatically they can both enhance the story as well as act as a last line of defence for the long-term Protagonists. Finally, someone gets to be the cool death scene, make the ultimate sacrifice, speak the bad-ass last words, and yet they still advance through the game. Depending on the lethality of the campaign, the DM may determine a set number of players that must play Victims. In situations such as this it is best to let each Victim also keep some form of equipment from character to character (a simple example is every Victim a player runs owns a car by default). Evil Victims can be great for situations such as “Who is the infected zombie/Thing/vampire?” but if a player is Evil too many times from character to character he will find himself always the one on the outside of the barricade with the cannibals. Alignment is a useful tool that MUST be used with care.
A REMINDER: Just to be clear, the skill points and feats that accumulate over the course of a Victim’s levelling are transferred from character to character so that as the Protagonists level and the threats they face become more formidable the Victims of all this turmoil also become harder to kill… but nonetheless they die. These skill points and Feats can be spent differently from Victim to Victim as the Player chooses.

7.2 Encounter Levels
This game is meant as a simulation of all those tense-incredible action-Sci-Fi horror movies / books we have watched, read and enjoyed. Which means the Protagonists are always outgunned and outclassed, the key is to give them some key piece of information that will allow them to exploit a weakness in their Enemy that will allow eventual victory, even if it means an ultimate sacrifice. To that end, the DM should always make the CR of each encounter vary between 1.5 to 3 times the average level of the group. Even though every successful encounter will make the Protagonists rocket level-wise they still have the problem of the constant deadliness of every encounter…thus the necessity for Victims.

7.3 Tale Concepts
There are major differences between a Modern Horror Tale and standard adventures / quests. The first and most important is that a Tale is not broken down into encounter locations, instead it should be broken down into a timeline of events. These events will have preset outcomes according to the GM, but these outcomes can and should be altered by the actions of the Protagonists. A completely unimpeded timeline should always lead to an unhappy ending! The first adventure, Stinger, will be a good example of this structure.

The DM should have a very detailed knowledge of the source material to run a Tale smoothly. To be honest there is not much that differentiates this set of rules from many others, the key is pacing. At all times remember… PACING. I have tweaked the D20 standard rules with pacing in mind and though combat will be violent and bloody it will be fast paced since it usually doesn’t take too many attacks before someone is incapacitated (to put it nicely). I made these rules in the hopes of playing through the stories that get my blood pumping and everyone else that wants to be a Modern Horror DM should also run the stories they know best.

NOTE: It is best to think of the first gaming session for a new Tale as having the same story beats as the first act of a horror movie; character and relationship introductions, the dropping of some plot hints, and a building sense of dread and/or doom.

7.3.1 The Groundhog Day Tale
Something that I find fascinating as a concept but never did find in any RPG I played was the time loop quest/mission/tale. I encourage any DM to try this at least once in a Modern Horror, since it is ideally set up for it. Since encounters and events are time based its fairly simple to convert any Tale into a Groundhog Day event. All the DM has to do is be especially cruel in dealing with the Protagonists so they have almost no way of completely the Tale without a Complete Party Wipe. Then they get to keep trying until they get it right, of course the DM must be especially anal about the Timeline for his Tale before attempting this.

7.4 Group Makeup
Think of every horror movie you’ve watched or novel you’ve read, think of who the Protagonists are. How many of those stories involve a disparate group of people with inappropriate backgrounds ill-suited to the Evils they must face? 90%? 95%? And even if they are appropriately trained for the task at hand (think Aliens for example) then they are either heavily outgunned or outnumbered by the horrors they face. This means that if the players decided to min-max their characters (all Survivalists with a personal armoury each for example) they will just be slaughtered faster by far greater threats. Players should always remember that the point of playing Modern Horror is to 1) SURVIVE and 2) DEFEAT EVIL. Sometimes the most obvious solution is the one that gets everyone killed and the one that makes the least sense at first is the one that ultimately brings victory. So resist the urge to roll up a bunch of Warriors and consider the occasional Stand-Up Comic instead.

7.5 Demonic Possession
There are many forms of demonic possession but for now let us detail the classic Abrahamaic possession. The victim must both be stained with Original Sin and Innocent, so invariably the victim will be an unbaptized girl that has just experienced menarche but is still a virgin (usually between 11-16 years of age). There will be signs for the 3 days leading up to full-blown possession (i.e. sleepwalking, night terrors, sudden temperature drops in the presence of the soon-to-be possessed, poltergeist events around the victim, etc).

D20 Modern Horror Combat System Part 7 – Extra Bits

We are finally at the end of the line my fellow travelling companions. This is the last of the Combat System and I will also post the last of the rules. From this day forward you can expect updates to the rules and new Tales, plus a new feature I will be calling Horrors of the Modern. So let us begin the end with the penultimate rules entry…

Skin – All (Large Body HP)
ZERO LHP : The character has suffered a massive case of road burn, he is bleeding at 3 HP/round and this will require 3 separate Staunch Wounds check for each 1 HP/round reduction. This also causes 2 Pain Levels to be incurred by the character until at least 1 LHP is restored.
DOUBLE MAX : The character has been flayed alive! There is still enough skin to allow for skin grafts but first the character must get to a hospital within the hour or else he will sink into unconsciousness and terminal shock… yup, you’re dead. He will also be bleeding at 1 HP/round that can only be staunched at a full medical facility. Even after being attended to at the hospital the character will require 1d6+6 months in hospital and a further 6 months of rehab before he will be ready for action once more. After all that he will suffer a permanent halving of his CHA and -3 to DEX due to all of the scarification (consider this to be 1d10 scars for purposes of Intimidation use). Any character without medical training that sees the character before he gets to the hospital must make a SAN check or lose 1 SAN point.
CRITICAL : Gunshot : This is only possible from a massive burst of shrapnel or buckshot. If it does occur then the character has his skin shredded to such a degree that they are bleeding at 3 HP/round and must make a FORT Save DC 25 or fall unconscious from the pain. It will take 1d3 weeks of skin grafts to repair the damage and the loss of 1 CHA point.
Slice : The character has had his flesh cut to ribbons! The character is bleeding at 5 HP/round and must make a FORT Save DC 25 to remain conscious. A separate Staunch Wound check to reduce the bleeding by 1 HP/round. The character also suffers 3 CHA loss without plastic surgery.
Pierce : The character has been pin-cushioned! He is bleeding at 5 HP/round from multiple small holes, Staunch Wounds can only be applied at a fully-equipped medical facility.
Crush : The character has been massively contused! There isn’t a square centimetre of skin that’s not bruised. This incurs 2 Pain Levels and movement is reduced by 50%. Due to swelling the character also suffers -3 to all attack and skill rolls. Once full LHP have been healed naturally, movement will be fully restored and Pain Level reduced by 1. Due to fluid retention under the skin and in the joints 1 Pain Level will be permanent.
Rip / Tear : See Double Max.
Fire : The character has suffered 3rd degree burns to 90% of his body! The character is knocked unconscious and requires IMMEDIATE medical attention or he will die within the hour. Even if the character does make it to hospital he still must make a FORT Save DC 20 once every 24 hours for the next 7 days or he will die from shock, massive infection and cascading organ failure. If he survives the after effects are the same as Double Max.
Acid : See Fire Crit plus bleeding 3 HP/round as well.

Skin – Partial (Medium to Small Body HP)
ZERO LHP : The character has suffered serious abrasions to all exposed skin, he is bleeding at 2 HP/round and this will require 2 separate Staunch Wounds check for each 1 HP/round reduction. This also causes 1 Pain Level to be incurred by the character until at least 1 LHP is restored.
DOUBLE MAX : All exposed skin is flayed! If this includes the face then a permanent loss of 4 CHA is incurred (consider this to be 1d3 scars for Intimidation purposes) even after 3 months of plastic surgery it is still 2 CHA. The character is bleeding at 3 HP/round if Medium Body or 2 HP/round if Small Body.
CRITICAL : Gunshot : The shot or shrapnel shreds the exposed skin of the character! If this includes the face then a permanent loss of 2 CHA is suffered (1 CHA with 1 month of plastic surgery). The character is bleeding at 2 HP/round if Medium Body or 1 HP/round if Small Body.
Slice : The character has had his exposed flesh cut to ribbons! The character is bleeding at 3 HP/round and must make a FORT Save DC 20 to remain conscious. A separate Staunch Wound check to reduce the bleeding by 1 HP/round. If the face is exposed then the character also suffers 2 CHA loss without plastic surgery.
Pierce : The character has his exposed skin pin-cushioned! He is bleeding at 3 HP/round from multiple small holes, Staunch Wounds will only reduce bleeding by 1 HP/round per application.
Crush : All exposed skin has been badly bruised. This incurs an extra Pain Level plus the following: Feet incur 50% movement penalty, Hands incur -3 to attack and most skill rolls, Head means that the character has 2 black eyes and cauliflower ears (-3 to all sense-based skill checks) thus knocking him out until 1 LHP is restored to the head.
Rip / Tear : See Double Max.
Fire : The character has suffered 3rd degree burns to exposed skin! Dependent on what is exposed the penalties vary. Feet incur 50% movement penalty, Hands incur -3 to attack and most skill rolls, Head knocks the character unconscious until 1 LHP is restored and causes 3 CHA loss permanently (3 months of plastic surgery will reduce this by 2).
Acid : As Fire Crit plus the character is bleeding at 2 HP/round if Medium Body or 1 HP/round if Small Body.

Body (Special for Size H and larger attacks, Overall HP)
DOUBLE MAX : No bone left unbroken, no organ left uncontused! You sort of burst unevenly like a blood-filled balloon. Anyone witnessing the moment of death must make a SAN check or lose 1d3 SAN points. Anyone that views the body within 1 hour of death must make a SAN check or lose 1 SAN point.
ZERO HP or CRITICAL : Gunshot (i.e. mortar shells, .50 cal machineguns and cannon fire) : REFLEX Save DC 25 or else reduced to a fine red mist. If the save is successful then roll 1d4 to determine the limb that was obliterated instead (bleeding at 4 HP/round and no chance of saving the limb).
Slice (i.e. helicopter rotors, pendulum blades, farm combines) : REFLEX Save DC 25 or character is sliced in half (DM to determine whether its laterally or horizontally bisecting the body). Obviously, a failed save means… yup, you’re dead. If the save is successful then roll 1d4 to determine the limb that was sliced off instead (bleeding at 4 HP/round and FORT Save DC 25 to remain conscious). If the limb is recovered it can be reattached. Anyone witnessing the moment of death must make a SAN check or lose 1d3 SAN points.
Pierce (whale harpoons, elephant tusks, cathedral lightning rods): REFLEX Save DC 25 or the character is impaled through his major organs and torso… yup, you’re dead (DM to determine whether the impalement was horizontal or … vertical). If the save was successful then the character is only trapped on the impaling object through a less critical portion of his torso, though he is still bleeding at 3 HP/round until he can be extricated (FORT Save DC 25 to remain conscious).
Crush (rolling boulders, King Kong feet, collapsing buildings): REFLEX Save DC 25 or else the character is flattened into a thin paste! Anyone witnessing the moment of death must make a SAN check or lose 1d3 SAN points. Anyone that views the body within 1 hour of death must make a SAN check or lose 1 SAN point. If the save was successful then the object only flattened a random limb (roll 1d4), this will cause bleeding at 4 HP/round and require immediate amputation to stop the bleeding (the limb cannot be reattached) and FORT Save DC 25 to remain conscious.
Rip / Tear (T-Rex jaws, Jaws, Alien Queen claws): REFLEX Save DC 25 or else the character is ripped/torn in half! Anyone witnessing the moment of death must make a SAN check or lose 1d3 SAN points. Anyone that views the body within 1 hour of death must make a SAN check or lose 1 SAN point. If the save was successful then a random limb (roll 1d4) was only torn off (the limb cannot be reattached), this will cause bleeding at 4 HP/round  and FORT Save DC 25 to remain conscious.
Fire (enveloped in flames): The character is reduced to ash and bones… yup, you’re dead (DUH!)
Acid (falling in a vat of acid): The character is melted down into a puddle of goo! Anyone witnessing the moment of death must make a SAN check or lose 1d3 SAN points.
FALLING : Falling damage is rolled using the standard D20 rules but instead of applying damage to the Overall HP it is applied to LHP starting with the first point of contact with the ground (a Tumble DC 20 check will allow the character to choose which part of him hits the ground first). If the character does not have Tumble skill then the following table is used instead:
D20 Roll     Body Part
1-2        Feet
3-4        Hands
5-7        Whole Leg (50/50 Left or Right)
8-10        Whole Arm (50/50 Left or Right)
11-14        Torso
15-18        Whole Back
19-20        Head (REFLEX Save DC 20 or … yup, you’re dead)
Once the initial point of contact is determined the damage is applied to that location up to Double Max. The remaining damage is then allocated to the adjacent body locations to Double Max (for example, if the character lands on his feet then his Whole Leg will receive damage up to Double Max as well if sufficient damage was rolled). If there is still damage left over it is applied to parts adjacent to those (following the above example, the next locations would be Torso and Whole Back) but only down to ZERO LHP level. Obviously, all damage effects due to Double Max and ZERO LHP are applied and cumulative.

NOTE: Unless otherwise stated in the specific injury, if the character is knocked out due to pain they will only regain consciousness once full LHP is restored to that body part (other injury effects do not require repair for consciousness to be regained).

5.7 Intimidation Skill and Scarring
It should be obvious to anyone that has read a horror novel or watched a horror movie that scarring only makes the bad guys scarier and the heroes cooler. With that in mind, Intimidation skill is never affected by the CHA loss from Critical Effects. It is always computed based on the original CHA score of the character. Frightful Presence Feat also is unaffected by CHA loss due to scarring, also the Will save DC is increased by one for every visible scar the character has (so make sure to keep track!).

 

D20 Modern Horror Combat System Part 6 – Arms

My initial intention was to roll Arms together with the special damage effects but this section is already running to 3 pages so I shall leave the last for best (or something like that…).

Whole Arm (Medium Body HP)
ZERO LHP : The shoulder has been dislocated, this means the character is unable to use that arm for anything until it has been popped back into the socket (i.e. healed for 1 LHP).
DOUBLE MAX : The character has suffered multiple breaks in his upper arm and forearm, the limb is useless and must be set and kept in a sling and cast for at least 1d4 months before full use is restored.
CRITICAL : Gunshot : The bullet has lodged itself in the arm and also perforated a major artery (-4 to all skill and attack rolls, bleeding at 3 HP/round). The bleeding is stoppable with Staunch Wound but the bullet will require either a hospital or Triage Surgery to remove (the -4 penalty applies until the bullet is removed).
Slice : REFLEX Save DC 25 or the arm is severed at the elbow! The character is bleeding at 3 HP/round whether the save is successful or not. Obviously if the arm is severed no action can be performed with that hand and Preserve Limb must be employed to ensure that reattaching is even possible. -2 to all skill and attack rolls with that arm if save is successful (the -2 penalty remains until healed to full LHP).
Pierce : The arm is impaled! Bleeding at 3 HP/round and -2 to all skill and attack rolls with that arm (the -2 penalty remains until healed to full LHP).
Crush : As Double Max.
Rip / Tear : As Slice Crit except bleeding is 4 HP/round due to the ragged nature of the wound.
Fire : REFLEX Save DC 25 or else the arm is cooked! Amputation is required within 12 hours if the save is failed, if this is not performed then the character dies in 12 more hours from sepsis and shock. If the save is successful then the arm suffers 3rd degree burns to 80% of its surface (-4 to all attack and skill rolls with that arm), this will require skin grafts over the course of 1d4 weeks to repair and if this character is not hospitalized within 12 hours of being burned then he will die in 12 more hours from sepsis and shock.
Acid : REFLEX Save DC 25 or else the arm is melted off! The character is bleeding at 3 HP/round whether or not the save is successful. If the save is successful then the arm suffers 3rd degree acid burns to 80% of its surface, this will require skin grafts over the course of 1d4 weeks to repair and if this character is not hospitalized within 12 hours of being melted then he will die in 12 more hours from sepsis and shock.

Upper Arm (Small Body HP)
ZERO LHP : The shoulder has been dislocated, this means the character is unable to use that arm for anything until it has been popped back into the socket (i.e. healed for 1 LHP).
DOUBLE MAX : The character has suffered a break somewhere between the shoulder and elbow. The limb is useless and must be set and then placed in a sling and cast for at least 1d3 months before full use is restored.
CRITICAL : Gunshot : The bullet has perforated an artery and lodged in the bicep/triceps (-3 to all skill and attack rolls, bleeding at 2 HP/round). The bleeding is stoppable with Staunch Wound but the bullet will require either a hospital or Triage Surgery to remove (the -3 penalty applies until the bullet is removed).
Slice : REFLEX Save DC 25 or the arm is severed at the shoulder! The character is bleeding at 4 HP/round whether the save is successful or not. Obviously if the arm is severed no action can be performed with that hand and Preserve Limb must be employed to ensure that reattaching is even possible. -3 to all skill and attack rolls with that arm if save is successful (the -3 penalty remains until healed to full LHP).
Pierce : Arm impaled through the bicep/triceps (-3 to all skill and attack rolls, bleeding at 2 HP/round). The bleeding is stoppable with Staunch Wound but the muscle will require either a hospital or Triage Surgery to repair (the -3 penalty applies until the wound is sewn up).
Crush : See Double Max.
Rip / Tear : As Slice Crit except the penalty is -4 to attack and skill rolls if save is successful.
Fire : REFLEX Save DC 25 or else the upper arm is cooked! Amputation is required within 12 hours if the save is failed, if this is not performed then the character dies in 12 more hours from sepsis and shock. If the save is successful then the upper arm suffers 3rd degree burns to 80% of its surface (-3 to all attack and skill rolls with that arm), this will require skin grafts over the course of 1d3 weeks to repair and if this character is not hospitalized within 12 hours of being burned then he will die in 12 more hours from sepsis and shock.
Acid : REFLEX Save DC 25 or else the arm is melted off! The character is bleeding at 3 HP/round whether or not the save is successful. If the save is successful then the upper arm suffers 3rd degree acid burns to 80% of its surface (-3 to all attack and skill rolls with that arm), this will require skin grafts over the course of 1d3 weeks to repair and if this character is not hospitalized within 12 hours of being melted then he will die in 12 more hours from sepsis and shock.

Forearm (Small Body HP)
ZERO LHP : The elbow has been dislocated, this means the character is unable to use that arm for anything until it has been popped back into the socket (i.e. healed for 1 LHP).
DOUBLE MAX : The character has suffered a break somewhere between the elbow and wrist. The limb is useless and must be set and then placed in a cast for at least 1d4+4 weeks before full use is restored (-2 penalty to all attack and skill rolls with that hand during this time).
CRITICAL : Gunshot : The bullet has torn through muscle and tendon, rendering the limb almost useless (-3 to attack and skill rolls, bleeding at 2 HP/round). Triage Surgery is required to repair the tissue damage but the penalty will still apply until full LHP is restored to the Forearm.
Slice : REFLEX Save DC 25 or the arm is severed at the elbow! The character is bleeding at 3 HP/round whether the save is successful or not. Obviously if the arm is severed no action can be performed with that hand and Preserve Limb must be employed to ensure that reattaching is even possible. -3 to all skill and attack rolls with that arm if save is successful (the -3 penalty remains until healed to full LHP).
Pierce : The forearm is impaled (-3 to all skill and attack rolls, bleeding at 2 HP/round). The bleeding is stoppable with Staunch Wound but the wound will require either a hospital or Triage Surgery to repair (the -3 penalty applies until the wound is sewn up).
Crush : See Double Max.
Rip / Tear : As Slice Crit except the penalty is -4 to attack and skill rolls if save is successful and bleeding at 4 HP/round.
Fire : REFLEX Save DC 25 or else the forearm is cooked! Amputation is required within 12 hours if the save is failed, if this is not performed then the character dies in 12 more hours from sepsis and shock. If the save is successful then the forearm suffers 3rd degree burns to 80% of its surface (-3 to all attack and skill rolls with that arm), this will require skin grafts over the course of 2 weeks to repair and if this character is not hospitalized within 12 hours of being burned then he will die in 12 more hours from sepsis and shock.
Acid : REFLEX Save DC 25 or else the arm is melted off near the elbow! The character is bleeding at 3 HP/round whether or not the save is successful. If the save is successful then the forearm suffers 3rd degree acid burns to 80% of its surface (-3 to all attack and skill rolls with that arm), this will require skin grafts over the course of 1d3 weeks to repair and if this character is not hospitalized within 12 hours of being melted then he will die in 12 more hours from sepsis and shock.

Hand (Small Body HP)
ZERO LHP : The wrist has been dislocated, this means the character is unable to use that hand for anything until it has been popped back into place (i.e. healed for 1 LHP).
DOUBLE MAX : The wrist and hand have experienced multiple fractures in the many bones that comprise them. The hand is useless for all attacks and skill rolls and must be set and placed in a cast for 1d3 months before use is restored.
CRITICAL : Gunshot : REFLEX Save DC 25 or bullet passes through center of hand, severely damaging tendons, muscles and bones in the process. A failed save means the hand is completely useless for any attacks or skill rolls, it will require surgery and 2d4 weeks in a cast before full functionality is returned. A successful save means the character is only bleeding at 1 HP/round.
Slice : REFLEX Save DC 25 or hand is amputated (bleeding at 2 HP/round and FORT Save DC 20 to remain conscious due to the pain). If the save is successful then the wrist was slit instead (Bleeding at 2 HP/round and -3 to attack and skill rolls with that hand until Triage Surgery is performed and all LHP are restored).
Pierce : See Gunshot Crit.
Crush : REFLEX Save DC 20 or else the hand is pulped (amputation is required within 12 hours or sepsis and shock sets in and death occurs after 12 more hours). If the save is successful then use the rules for Double Max.
Rip / Tear : See Slice Crit except bleeding penalties are 3 HP/round.
Fire : REFLEX Save DC 20 or else the hand is cooked! Amputation is required within 12 hours if the save is failed, if this is not performed then the character dies in 12 more hours from sepsis and shock. If the save is successful then the hand suffers 3rd degree burns to 80% of its surface (-2 to all attack and skill rolls with that hand), this will require skin grafts over the course of 2 weeks to repair and if this character is not hospitalized within 24 hours of being burned then he will die in 12 more hours from sepsis and shock.
Acid : REFLEX Save DC 20 or else the hand is melted off at the wrist! The character is bleeding at 2 HP/round whether or not the save is successful. If the save is successful then the hand suffers 3rd degree acid burns to 80% of its surface (-2 to all attack and skill rolls with that hand), this will require skin grafts over the course of 1d3 weeks to repair and if this character is not hospitalized within 24 hours of being melted then he will die in 12 more hours from sepsis and shock.

Fingers (Tiny Body HP)
ZERO LHP : The character has had a finger dislocated (-1 to all skill and attack rolls, -2 if the thumb is dislocated). The penalty is removed if 1 LHP is restored.
DOUBLE MAX : The finger has been mashed! It will require pins and splinting for 1 month before it will return to normal functionality. -1 to all skill and attack rolls, -2 if the thumb is mashed. If splinting and repairs do not occur within 12 hours then blood will pool and necrosis will set in. At this point the digit must be amputated or the character will die within 24 hours of sepsis and shock.
CRITICAL : Gunshot : REFLEX Save DC 20 or finger is shot off! Character is bleeding at 1 HP/round and -1 to attack and skill rolls with that hand (cumulative per finger). FORT Save DC 20 must then be made to see if there is enough of the finger to perform Preserve Limb. If the save is successful then the finger is broken by the bullet passing through it (bleeding at 1 HP/round and -1 to attack and skill rolls). After 1d4 weeks with the finger in a splint the attack and skill penalty is removed (this applies whether the finger was broken or reattached).
Slice : REFLEX Save DC 20 or finger cut off! Character is bleeding at 1 HP/round and -1 to attack and skill rolls with that hand (cumulative per finger). If the save was successful then the finger was sliced open instead (bleeding at 2 HP/round).
Pierce : The finger has been impaled! REFLEX Save DC 20 to determine whether the weapon becomes lodged. If the save is successful then bleeding at 1 HP/round, unsuccessful results incur bleeding of 2 HP/round and unable to use that hand for attacking or skill use until Triage Surgery can be performed to remove it.
Crush : Finger pulp! See Double Max for details.
Rip / Tear : The finger is torn off! The character is bleeding at 2 HP/round and -1 to attack and skill rolls with that hand. Damage is so great that reattaching the digit will be impossible.
Fire : REFLEX Save DC 25 or else the finger is cooked and must be amputated within 12 hours to avoid sepsis and death. If the save is successful then the digit has suffered 3rd degree burns and is useless from the pain (-1 to all attack and skill rolls with that hand, -2 if it is the thumb). As long as the finger is wrapped in sterile gauze it will not function but won’t get infected either. Skin grafts and 1 week of healing are required to remove the penalties.
Acid : REFLEX Save DC 25 or the finger is melted off. The digit is bleeding at 1 HP/round whether the save is successful or not. If the save is successful then the digit has suffered 3rd degree acid burns and is useless from the pain (-1 to all attack and skill rolls with that hand, -2 if it is the thumb). As long as the finger is wrapped in sterile gauze it will not function but won’t get infected either. Skin grafts and 1 week of healing are required to remove the penalties.