Arms

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.

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