We have some special rules at my table, as always. This post sets out to detail them to those few who read my blog. To preface, this campaign is heavily inspired by both old-school Dungeons and Dragons as well as the games of dripton and Peter Dell'Orto, who have been running games in GURPS for much longer than I have. I also often draw inspiration from whatever music, games, or literature I am indulging in at any given time. I also take heavy inspiration from the games that my father used to run; I played in his D&D 5th ed. games, which he ran using a mindset he got from playing B/X, BECMI, and 1st ed. AD&D. Now, lets dive into the actual rules.
Saturday, August 8, 2026
Sunday, August 2, 2026
The Great Dungeon Crawl, Session 7: The King's Delivery
July 25th, 1084 Korlai Reckoning.
Recap written by Krusher
Characters:
Terragen as "Bea" [152]
Krusher as "Fleck" [130]
Void as "Ofydd" [120]
The group decided to venture forth and deliver the King’s letter at Castle Himmel. While smaller than the usual group, they set off regardless.
The group traveled confidently with the aid of Bastille the scout and made their way to just outside Sanders. The group came upon several holes in the ground and knowing that danger obviously lurked nearby, tried to move past the holes without awakening the occupants.
The group failed to remain quiet and a large creature emerged from a hole and proceeded to threaten the group. The creature flailed about and seemed to collapse the hole it had emerged from as it could never quite get it’s footing as the party brought the beast down. Once the creature was neutralized, the group passed around the holes and continued to Sanders.
Once in Sanders, the group questioned the locals about goods for purchase, nearby dwarven smiths and recent events. The location of the dwarven smith was somewhat vague and the group left the next morning to find the dwarf. Hours of searching finally found the dwarf and after a brief conversation between Fleck and the dwarf, the group returned to Sanders.
The group traveled further on to the Town of Rok and questioned the locals once more about their goods and recent events. The locals spoke of a necromancer to the NE of the town, but the group decided to stick to their original slavery DUTY to the King and deliver the letter.
The group left the town of Rok and approached the town of Tauk where a group of bandits blocked their path. They claimed to be tax collectors of the King. The group shook their heads and paid the very small amount rather than fight the group, mostly out of pity and to avoid unnecessary conflict.
Once in Tauk, the group questioned the locals again and failed to find anything new. The group became aware that perhaps many eyes were watching them as they left Tauk and on their way to Castle Himmel.
Before preparing to camp for the night, the group left the road and found a safe spot to watch the road. Another group soon came into view and they were identified as The Men of the Silver Broach were trailing them. Unable to stay hidden from the Broaches, the group prepared for combat. Thanks to a gift from Sif, Bea was able to chase down some of the Broaches that had fled the combat. Not wanting to violate codes of conduct or the doctrine of their Lord, the group merely stripped the men of their possessions and left them in the woods.
Finally making it Castle Himmel, the group found the castle nearly as Bea had last seen it, deserted. The group surprised a small group of looters within and quickly scattered them after destroying their weapons to prevent an attack later on. Delving into the castle, the group discovered orcs who mentioned something about treasure and horrible shades that hurt people through their armor and left their bodies weakened. Taking what they had gained so far, the group returned to Tauk to offload what they earned.
And welcome Hay, the team Donkey!
Author's Notes
No notes were provided.
GM's Notes
Interesting session to say the least. They learned a decent bit about the surroundings of the land and had very few random encounters. The Ankhegs they encountered might pose a threat in the future, but they didn't bat an eye at them otherwise. Session 8 will be interesting for sure.
Character Advancement
+1pts from Loot
+1pts from Roleplay
+2pts from Exploration
+0pts from Freeing Prisoners
+0 Bonus Points
No Characters Died
Total: +5 points
Friday, July 17, 2026
The Great Dungeon Crawl, Session 6: Points Galore!
July 11th, 1084 Korlai Reckoning.
Recap written by Arthur
Characters:
Terragen as "Bea" [136]
Krusher as "Fleck" [114]
Arthur as "Lyons" [109]
Void as "Ofydd" [104]
On the 11th, Bob's Berserkers inc. was summoned to the castle by royal decree of his majesty King Winston II, of a forgotten (by the GM) house. Upon arrival to Castle Berry, the present members entered, hearing rumours of a gryphon along the way (Lyons placed a bet on that being their task. It wasn't), and introduced themselves to the king and his wife Cleopatra. The king, a tall handsome black man in his 60s with the look of a conqueror to be and no flaws whatsoever, received them and gave them the task of delivering a parcel to Himmel castle some 115 miles from there.
Saturday, June 27, 2026
The Great Dungeon Crawl, Session 4.5: Even More Hex-ploration!
May 31st, 1084 Korlai Reckoning.
Recap written by Teragen
Characters:
Terragen as "Bea" [119]
The Party found itself finally leaving that dungeon, but Bea’s journey was not over. Losing one of the most key spells in her clerical arsenal, Major Healing, now tasked with a journey to Castle Himmel to the far unknown North! Setting off with the newly joined Elven scout by the name of Bastilles. Setting off without much hassle, constantly foraging and using her divine prayers to ensure that the party was never beset or ambushed, casting ‘Watchdog’ the entire way north.
The Great Dungeon Crawl, Session 4c: Hex-ploration!
May 30th, 1084 Korlai Reckoning.
Recap written by Krusher
Characters:
Terragen as "Bea" [108]
Torgo as "The Archwizard Blileninane" [121]
Krusher as "Fleck" [103]
Arthur as "Lyons" [104]
Void as "Ofydd" [100]
Ethan as "Baker" [99]
We began in the barracks having survived a savage attack by a mysterious troll. Deciding against further beatings, the group returns to attempt sublety against the troll. Hearing noises ahead, the group runs into the Skullhand group that seemed as lost as us.
Friday, June 19, 2026
The Great Dungeon Crawl, Session 4b: Democracy Underground
May 30th, 1084 Korlai Reckoning.
Recap written by Torgo
Characters:
Terragen as "Bea" [113]
Torgo as "The Archwizard Blileninane" [115]
Krusher as "Fleck" [91]
Arthur as "Lyons" [91]
Void as "Ofydd" [92]
Ethan as "Baker" [91]
After their short break in the dungeon mingling with the prisoners, the group set back forth. Having not found a pathway to the surface after their mishap with the teleportation dais, the party was forced to contend with their only paths ahead being filled with cultists, trolls, and undead. As usual, the first course of action was to vote on a plan of action.
Wednesday, June 10, 2026
The Great Dungeon Crawl, Session 4a: Professional Adventurers
Recap written by Torgo
Characters:
Terragen as "Bea" [101]
Torgo as "The Archwizard Blileninane" [106]
Krusher as "Fleck" [91]
Arthur as "Lyons" [91]
Void as "Ofydd" [92]
Ethan as "Baker" [91]
At long last, after several ventures into that most foul dungeon marked by death, curses, and poverty, the party decided that safety and security is more important than scrounging over pennies. Therefor, even in the face of tyrannical taxation at the hands of King Winston II (may the gods forever curse his name), they paid the steep tax to become registered as the formal adventuring party Bob’s Berzerkers. Though Bea preferred the moniker of Bea’s Bitches, it was decided to instead honor Bob, the first of the party to give their life in pursuit of gold and glory. Considering the excruciating price of registering an adventuring band, Bea had to provide loans to several of the party members.
Saturday, May 30, 2026
The Great Dungeon Crawl, Session 3: Goblin Mode
May 23rd, 1084 Korlai Reckoning.
Recap written by Torgo
Characters:
Terragen as "Bea" [96]
Torgo as "The Archwizard Blileninane" [99]
Krusher as "Fleck" [85]
Arthur as "Lyons" [85]
Brian as “Anathenna” [85]
Void as "Ofydd" [86]
Ethan as "Baker" [85]
There comes a time in every proper dungeon expedition when good sense, reasoned calculations, the survival of your fellow adventurers, and a grotesque hunger for treasure must be weighed against the simple truth that more bodies makes for better odds.
Tuesday, May 26, 2026
Unluckiness be a Lady
As it stands, in GURPS 4th Edition, Unluckiness is poorly priced. At least, this is the consensus that I have reached, which people that I play with on the regular agree with. The hard part is striking a balance between "I should always take this" and "I should never take this". Some disadvantages, which I usually ban from my "Level 0" templates, do have their uses, but I have almost never taken Unluckiness without it being an absolute pain in the butt.
There was ONE character where it wasn't an issue, but it was his core concept. He was a gambler, who had both Extraordinary Luck and Unluckiness, which went hand-in-hand with his compulsive gambling and impulsive personality. Since then, however, I have not even thought about taking it as a player... mostly because I don't play enough games to be able to make enough characters.
The reason why this is important is because of curses; who doesn't like a good curse that screws with the party? I also tacked on a repriced and mildly reworked Jinxed as well. There are other options out there, but I tend to not like Traits that are a word-salad of traits and enhancements/limitations that I need to go look in a Pyramid for explanations on. For repricing Unluckiness and adding Jinxed back into the mix, I suggest the following:
Unluckiness, -15 or -30 points
As on B160. If you choose the -30pt option, instead record "Total Unluckiness", which lets the failed roll be lethal. (This is distinct from Cursed, as you are just unlucky, and it only happens once per session. Cursed is a different can of worms entirely.)
Jinxed, -25/-50/-75 points
This is like the disadvantage in GURPS 3rd Edition, Revised, pg. 240. Everybody in your immediate vicinity takes -1 to all rolls per level of this disadvantage. On the other hand, you get off scot-free. Anyone who knows of your Jinxed nature reacts to you at -1 per level of this disadvantage. Attempts to get hired for jobs are at -2 per level of this disadvantage (meaning a totally Jinxed character will have trouble finding any work without the help of his ill-fated party.)
Royal Decree, 26th of May, 1084 KR
BY DECREE OF KING WINSTON II,
AS OF THE 26TH OF MAY, 1,084 YEARS AFTER KING JEREMIAH III DEFEATED THE KORLAI AT THE CURSAKH FIELDS:
New laws regarding adventuring companies and taxation will be in place:
These taxes and customs are to fund the King's peace and the greater prosperity of the realm. This decree is made under the authority of King Winston II, King of Jerovia.
Signed,
King Winston II
Monday, May 25, 2026
Generic Magic Items I
One of my players asked me for a list of generic magic items for people to ask for in my Dungeon Fantasy game. Thus, here we go. I didn't use Meta-Tech for this. Other potions from other books are also available, which is only relevant if you are playing in my games.
Generic Magic Items
Belt of Strength, $7,500. Grants +1 to ST while worn.
Boots of Elvenkind, $10,000. DR 2. Grants +2 to Acrobatics, Stealth, and Climbing while worn.
Boots of Speed, $15,000. DR 2. Grants +1 to DX and +0.75 BS while worn.
Cape of Grace, $10,000. Grants +1 to DX while worn.
Cloak of Elvenkind, $10,000. Grants +5 to Camouflage
Genius' Circlet, $40,000. Grants +2 to IQ when worn. Cannot be worn over a helmet.
Girdle of Giant Strength, $22,500. Grants +3 to ST, but does not increase HP, when worn.
Goggles of Eagle Vision, $8,000. Grants +2 to Perception for Vision purposes when worn.
Helmet of Telepathy, $10,000. DR 5. Works as described on B91, as Telesend with Universal as a modifier.
Pendant of Anubus, $50,000. Grants +3 to use all clerical spells while worn, but does not increase bonuses for Rituals on page M8+.
Ring of Constitution, $5,000. +1 to HT checks (as with Fit, B55) as well as +1 Global DR when worn.
Ring of Greater Protection, $30,000. +3 Global DR and +3 to resist anything the GM deems as a "saving throw", but not HT checks or active defenses.
Ring of Intellect, $20,000. +1 to IQ when worn.
Ring of Lesser Protection, $10,000. +1 Global DR and +1 to resist anything the GM deems as a "saving throw", but not HT checks or active defenses.
Ring of Protection, $20,000. +2 Global DR and +2 to resist anything the GM deems as a "saving throw", but not HT checks or active defenses.
Ring of Wisdom, $5,000. +1 to Will when worn.
Vitality Torq, $19,500. +2 to HT checks (as with Fit, B55) as well as +1 Global DR and +1 HP when worn.
Friday, May 22, 2026
The Great Dungeon Crawl, Session 2: In Over Our Heads
May 16th, 1084 Korlai Reckoning.
Recap written by Torgo.
Characters:
Terragen as "Bea" [75]
Torgo as "The Archwizard Blileninane" [77]
R.I.P. Bromil Grumblebottom
When a dungeon delve is going poorly, never let it be said that things can only get better from there. For what else is the purpose of a dungeon, but to find rock bottom and dig another floor deeper?
Saturday, May 16, 2026
The Great Dungeon Crawl, Session 1: Outnumbered, but not Outgonned
May 10th, 1084 Korlai Reckoning.
Recap written by Torgo.
Characters:
Ptolemy as "Bromil" [70]
Terragen as "Bea" [70]
Torgo as "The Archwizard Blileninane" [70]
R.I.P. Bob
Our fateful band of adventurers finds itself short a few members on the morning of their first excursion. Within the tavern at Nickstown are gathered Bob the fighter, Bea the cleric, and Shivgooch Blileninane the wizard. Bob is (was) a young man, wearing boiled leather and wielding an oaken kite shield at odds with his youth and relative inexperience. Still, he is amiable and eager to venture forth in search of gold, glory, and his bloody demise. Bea is a young woman, a junior cleric of Sif whose deep faith gives her a powerful arsenal of priestly magics, but also a sense of overconfidence and a shortcoming in melee combat. Still, her eyes are keen, and she has proven herself to have a strong sense for sniffing out hidden evils.
Sunday, April 26, 2026
cMercs Mark II, Session 4: Crime and Punishment
Middle of Frandrecht, 1482 AA.
Recap written by Teragen
Characters
Void as "Manwell"
Teragen as "Raenius"
Sybildis as "Gaabriel"
Torgo as "Arlan of Aberdeen"
Canute as "Aleksander 'The Arrow' of Isenhold"
Ptolemy as "Sigurd Rurikson"
At daybreak after the battle at Fische the band decides to ask Sir Taurian regarding the services of Sir Manwell’s retinue moving forward. With Sir Manwell, Raenius, and Arlan making their way towards the encampment of Sir Taurian finding that Aleksander had decided to spend the night with Sir Taurian. Once more, the party began to converse regarding what they could do.
Tuesday, April 21, 2026
cMercs Mark II, Session 3: War!
Middle of Frandrecht, 1482 AA.
Recap written by Canute
Characters
Void as "Manwell"
Teragen as "Raenius"
Sybildis as "Gaabriel"
Torgo as "Arlan of Aberdeen"
Canute as "Aleksander 'The Arrow' of Isenhold"
Upon awakening, the band came to find themselves three members short. The cleric known as Das was nowhere to be found, his dogs were gone too. Taken or fled into the night as strangers dressed in black were seen walking the walls of Pilzstein. Despite this, the group decided that there were more pressing concerns, as they still had the problem of transporting their box into town.
Saturday, April 4, 2026
cMercs Mark II, Session 2: Combat
Morndag, 14th of Frandrecht, 1482 AA. Early Sunntide.
Early Morning. 20° F (~ -6.5° C), Clear Skies.
Characters
Void as "Manwell"
Ethan as "Das"
Teragen as "Raenius"
Sybildis as "Gaabriel"
Torgo as "Arlan of Aberdeen"
Canute as "Aleksander of Isenhold"
The group continued their battle. Arlan, Raenius, Gaabriel, and Manwell fought valiantly hand to hand, while Das used his Magicks to surround the foes with dirt. Aleksander jumped through the air with spins and flips onto a rock, and shot many arrows at the undead. At one point, Aleks dropped his bow, and it hit the stone he stood on in such a way that it snapped its bowstring.
Saturday, March 28, 2026
GURPS Dungeon Fantasy Record Sheets
Made some record sheets based off of the old 1st Edition AD&D Dungeon Master's Design Kit. Originally, it was just made for me and my friends, but I decided to throw it out to everyone. This can be used for a variety of games, it is purposefully pretty generic, but it works best for DF. Should be printer friendly as well. See link below for access to the PDF.
Wednesday, March 25, 2026
A New Take on Magic
I was storming up some ideas today with a player of mine, regarding different ways to make Esoteric Attribute (e.g. like Quintessence) Magic more interesting and scale better with some of my house rules. We came up with two ways to do as so! For this, we will assume that the attribute in play here is called "Magic", representing any sort of magical attribute one would want to use.
So, first things first, what was the need for this in the first place? Well, my player and I were talking about possible alternate systems to account for Esoteric Attributes doing things other than increasing Skill Level and Energy Reserves, and eventually, I came to the topic of damage for spells.
My idea was simple, though it needed refining. Make damage for missile spells be based off of the equivalent thrusting damage of that attribute. Keep in mind we are using KYOS, so this scales slightly better. Now, this would leave the average caster at 1d-2 for spells, which is plausible. But this is only the raw idea, and now, I will give you our refined ideas.
Some notes overall are that for both ideas, check if the original damage is greater or lesser than 1d+0. If so, add that as a modifier to your damage. For example, Stone Missile deals 1d+1/energy normally, meaning that you'd have a +1 damage bonus, but Lightning, which deals 1d-1/energy normally, would have a -1 damage penalty.
The first, is pretty simple. Use that new damage for the first turn you are charging your spell, and that is it. For example, a character casting Lightning at Magic 15 would get 2d-1 damage their first turn, while every sequential turn they would get 1d-1 additional damage. It is simple and effective; better casters deal more damage to start. But, there are weird gaps. For example, at Magic 10, you are dealing less damage on your first turn.
The second idea is more complex. You deal the extra damage per point, but for each additional point of energy invested into that casting of the spell, you take a -1 penalty for each point past the first, and must roll against Skill (adding penalties) each turn you invest that extra point into the spell. Failing the roll means that you lose any invested energy that turn, but can continue charging. A CF means you stop concentrating and lose any invested energy.
An example of the second concept in play would be Little Billy, who has Magic 12, Basic Magic Damage of 1d, and Stone Missile at 14, which has its damage at +1. Little Billy charges his spell for two turns, having a -1 on his second turn. He succeeds both rolls, meaning his damage is 2d+2. Frankie has Magic 10, BMD of 1d-2, and Stone Missile at 14, same as Little Billy. He charges for the same time and succeeds both, meaning his damage is at 2d-2. Finally, Ethan the Elder has Magic 15, meaning he has BMD 2d-1, and Stone Missile at 14, same as his trainees. He charges his spell for two turns, and obtains 4d damage (2d/turn).
Now, there are some assumptions here. The first is that you are using KYOS, which, isn't a requirement. Feel free to use Basic's thr progression. The second is that you are using an "Esoteric Attribute". I heavily suggest not using IQ for this, as you will make it even better for Wizards to take. This works best with an "Esoteric Attribute", like Quintessence, Magic, etc. Third, is that you want to have low damage for Wizards. If you prefer more cinematic gameplay (more cinematic than Wizards already are), use the swing progression instead.
Personally, I am still testing this and might publish something using both of these potential systems. Do note that this can make for stupidly OP combos. Personally, as a counterbalance to this (which was implemented before this was even in my thoughts) was making spells below SL 15 have double casting time, and beyond SL-15 there are no benefits, period. If you think this is stupid, it can be to some, but I also allow taking a stacking -3/second penalty to speed up casting time. My games are also a hodgepodge of various house rules and Pyramid articles, so, take this all with a grain of salt.
Monday, March 23, 2026
Edge Protection and the Armor Spell
This is a short, sweet, and silly one. We had a situation last session where a player asked how the Armor spell (Magic, pg. 167) interacts with T-Bone's Edge Protection system. So, I got to thinking. Initially, I wondered if it would be fair to treat it as Rigid Armor, set DR to 1/5th and EP to 2/3rds, but that seemed like an inelegant solution for it. So, I came up with two solutions.
The first, is short and simple. Armor grants an equal amount of Edge Protection as Damage Resistance, at no extra cost. The magical force can soften blows past the DR. We also decided that inherent Armor Divisor does not affect magical armor through these means; your sword slash is just as good as a spear point when it comes to penetrating magical armor.
The second is a new spell, which is a silly one. What it does, is it grants a number of Global EP equal to double the energy cost, up to 10 EP (or 5 energy). Again, it probably won't have a use, but hey, what if you really want to take damage but can't bleed! See below for both the new spell and the change to the old Armor spell.
Soften Blows
Regular
Adds a number of Edge Protection globally to a living subject. EP granted like this is treated the same as EP granted from armor and is cumulative with that from actual armor. Magical EP granted this way has no interactions with Armor Divisors.
Cost: Half the ER given to the subject, rounded up, to a maximum EP of 10 (cost 5). Half that to maintain
Time to cast: 1 second
Duration: 1 minute
Prerequisites: Clerics: PI 2, Magic-users: Armor
Armor (Magic, pg. 167)
Armor now grants EP equal to the DR granted. DR and EP granted this way has no interactions with Armor Divisors.
Conditional Injury, The Last Gasp, and Bleeding
A few weeks ago, I got to thinking about how The Last Gasp interacts with Conditional Injury when it comes to the pain of wounds in TLG and how that turns into a nightmare with a conditional injury system like CI. That got me to thinking today, when I was brainstorming some Combination options with my players. How does bleeding in CI work? Well, the short answer, is it doesn't; which is fine, Douglas has said it himself! CI is a thought experiment after all. So, I got to thinking: how could you make bleeding work in CI and keep it conditional?
Well, duh, use the Last Gasp! Joking, but what I do already meshes great with The Last Gasp's long-term fatigue system. Instead of using what CI suggests originally, which is losing maximum Fatigue and treating each location as its own wound with slightly unclear rules, I devised my own rules not long ago, which in my opinion, fixes a lot of the issues with Bleeding in CI. For this, you will need to ignore "Deadly Fatigue", present on Py. #3/120, p. 33.
So, how does it work? Well, it is simple. When you get hit with a cutting, piercing, or impaling attack, it bleeds. I opt to not roll against HT to see if it bleeds or not as long as it is a wound that would cause significant bleeding, but you are free to. It is easier to assume getting cut or stabbed makes you bleed. When a wound bleeds (in either 60-second, 30-second, or 2-second intervals, depending on location), roll an HT check. On a fail, you lose 1 FP. On a success, nothing happens. You can see where this is going; see B420 for the old system. Replace any mention of HP there with FP, and instead use the penalty for bleeding rolls present on Py. #3/120, p. 33. If you are using my remapped system, the modifier is instead HT + 7 - Severity.
Once you hit zero FP, the fun begins! Mark down the negative FP for the purpose of recovery later on, and so you can determine the wound for the next step. Once you start taking negative, find the absolute value of the negative FP you have taken as a wound for your entire body. Once you reach a Severity +0 (or Sev. 7 in my remapped scale, if you are playing in my games), you die. Wounds taken like this do not give pain; instead, you just take the FP loss and modify attributes accordingly. It is pretty simple, in my humble opinion, and is significantly less prone to situations where you do tons of record keeping.
Now, how does this interact with The Last Gasp's long-term fatigue? Well, it does already. It gives you recovery times for your lost blood, attribute modifiers for having lost a lot of blood, and any extra rules. As a note, when recovering the lost FP, also modify the blood loss wound, to show your blood replenishing. I think there is probably an easier fix to this (other than ignoring bleeding) that I might not see, but we will have to wait for Mission X to see what Douglas has cooking on the topic of bleeding and blood loss.
As always, questions or comments are always welcome; I am always looking to improve my systems and rules that I am cooking up, as I actually use these every week, so fixing issues is always extremely important to me. I can also clarify why I chose certain thresholds here, if needed. If you have your own fix, let me know! I am interested in seeing other people's takes on this. Now, finally, here are two quick and dirty examples below, using both my remapped scale and the original scale:
Example A: Darius the Daring just got shot in the neck; oh no! This comes out to a Severity 7 (Sev-0) wound. He makes an HT check for bleeding, adding a -1 penalty for piercing damage. His HT is 10, meaning his target is 9. He rolls an 11, failing. He bleeds. He continues to bleed for three minutes, critically failing two checks and failing one. His critical fail costs him 4 FP. At the end of his bout of bleeding, he takes 6 FP damage, meaning he has a -30%* reduction to his attributes. No wound is obtained here.
*: Note, I use a percentage reduction to all attributes instead of a flat modifier. If you are using the original article as written, this is instead a -3. Personally, the percentage maps better, but it is your choice, as everything in GURPS is.
Example B: Benjor is getting attacked by a Draug, and gets a deep slash across his chest. This comes out to a Severity 8 (+1) wound. Benjor has HT 10. He makes an HT check for bleeding, with a -2 for bleeding and a -1 from the wound severity. He fails, meaning he is bleeding. This bleeding is fast as well, with 30-second intervals. When he manages to have it treated, he has bled for four minutes, and made eight checks. One critically failed, one succeeded, and six failed. His critical failure came out to 6 points of FP damage. This means he took 12 points of FP damage. He takes a Severity 2 (-4)** wound from this!
**: Note, it has been a long time since I have used stock Conditional Injury's Robustness Threshold system, so I might have messed something up here, but the general idea still gets across.
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