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!).

 

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