...a complex damage model! Personally, I love Hit Points. But, there are times where I think I could take a crack at my own. Today's post is a long-winded one, that will be spread over two posts. Today, is the set-up for it. It is similar to Douglas Cole's Conditional Injury, but it is different (to a degree). The major difference from GURPS, is using d10. As well as this, it switches up the base hit-point system.
A few things to preface before that is, this system changes a few things vital to GURPS. It is a work in progress that is attempting to be used in not just GURPS, but another homebrew system me and a friend devised recently. As well as that, keep this in mind. This system is specifically meant for low powered games; you will have limited success with this in high powered games. For all math presented, round up.
First up, is the basics. To start, let's look at damage, called Injury and Severity. First, you need to find out what your Potential Impact and Impact are. Potential Impact (PI) and Impact (I) aren't the same thing. Impact (not PI) is multiplied by any relevant multipliers from hit location or damage type AFTER you calculate PI. To calculate PI, first roll your GURPS damage dice. That number is your Potential Impact. Then, add your yards moved last turn to your PI, subtract any Damage Resistance from that, to get your Impact.
Now, you might be wondering: How is this different from normal GURPS? Well, this is the more complicated part. Now, you need to calculate your Maximum Injury, which is (HT×ST)×2. For a basic human, it is 200. Once you have gotten the maximum, you need to calculate your: Digit Max (MI/50), Hand-Foot Max, (MI/10), Lesser Limb Max (MI/5), and finally your Greater Limb Max (MI/3⅓). Each one of these acts like a health-bar, getting crippled once you reach the MI maximum. At MI×2, it has been severed. The neck is a lesser limb, the head is a greater limb. Once you have written all these out, you can continue onto the next step. Damage towards the Maximum Injury is simply called SP (Severity Points or sev.)
Third, is what makes this system more difficult to handle for lesser complicated games. You will need either a separate sheet to track your injuries and how close you are to death or a custom made sheet that has these parts written in. As you reach that Maximum Injury level, you will slowly accumulate Injury Severity Ranks, or just called Severity. These ranks will give you penalties to everything (anything purely mental has halved penalties). The penalties are as follows: Minor (MI/5), Major (MI/2½), Severe (MI/1.6), and Fatal (MI). A Fatal wound kills you, instantly. A blow severing the neck or head counts as Fatal.
At the rank of Minor, you have -2 penalties to all tasks. At Major, -4 penalties. At Severe, -8. When a limb is crippled or a blow does damage to reach any of these, roll against HT minus the penalty. Now, unlike GURPS, if a limb is lopped off and it is enough to "kill you", you don't just die. If you have 180 sevs, and you have an MI of 200, a blow of 20 sevs to your arm lopping it off doesn't kill you. It does lower your maximum, but only after this fight has been completed. Tomorrow I will provide examples for these.
Finally, Weapon Finesse is to be taken into account. The normal item qualities of GURPS (Fine, Very Fine, Cheap) provide bonuses or penalties to your I, as does anything else that modifies damage. This might be periodically updated, edited, or flat out reworked later down the line, as this is still in the works, but one of TWO surprises that I have up my sleeve for y'all. I am hard at work, just stay tuned. Thank you for reading this, seriously. If you've gotten to the end, it means you really do care. Again, thank you. If you have any comments, questions, or concerns, contact me on discord at "basedcosmo" or on the forums as "FritzBC". If you spot a spelling mistake, issue, or contradiction in this post and point it out to me, I will put your screenname in a paragraph at the end of this post and the next, to commemorate your help.
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