Professional Documents
Culture Documents
In GURPS, wounds accumulate in a linear fashion, purposes but that does break the skin, such as the
with undesirable effects occurring once you pass set bites of many animals, or flanged maces, or war-
thresholds. In real life, wounds do not accumulate like hammers, is recorded.)
this. People can take many small wounds without any
real danger - twenty chicken pecks, bruises or cigarette If the damage is 1/4xHP or more but less than
burns do not accumulate and cause unconsciousness 1/2xHP, you take a Moderate Wound.
or death. With gunshot and knife damage, the place- • You will have a -3 shock penalty to DX and IQ on
ment of the individual wounds is all important. People your next turn.
can survive many ill placed stabs or shots, but a single • Blows to the head and vitals require HT rolls to
penetrating blow to a major blood vessel or vital organ avoid knockdown and stunning, as above, but the
is deadly. roll is at -2. Failure by 5 or more on the stunning roll
However, damage clearly can accumulate to some causes unconsciousness.
degree. When you chop down a tree, you don't go for a • If you fail your impairment roll (see below), you suf-
single well placed or exceptionally powerful blow. In- fer from moderate pain, and are at -2 to DX, IQ,
stead, you whack away until enough of the tree is miss- skills, and self-control rolls. You must succeed a will
ing that it falls over. Likewise, if you shoot a person roll to use any limb or extremity with a moderate or
enough, eventually he will be blasted into hamburger greater wound. If the wound is to a leg, your move is
even if, miraculously, every single shot misses the halved.
heart, brain, spinal column, and major vessels. This
latter effect can be important when dealing with con- If the damage 1/2xHP or more but less than 1xHP,
structs and undead that lack blood and vital organs, or you take a Major Wound.
when you are being eaten alive by rats. • On your next turn, you have a -4 shock penalty to
Here, then, is a system for tracking wounds that falls DX and IQ.
somewhere between the linear "ablative hit point" mod- • An extremity is crippled by one major wound; an
el of GURPS and an independent wound system pro- arm, by two; and a leg, by three.
posed by some other authors. • Make a HT roll to avoid knockdown. Make a second
When you take damage, compare the points of HT roll to avoid stunning. These rolls are at -5 if the
damage sustained to your HP score. Do not subtract injury occured to the head or vitals. Failure by 5 or
from your current HP! Under this system you always more on the stunning roll causes unconsciousness.
have "maximum HP." • If you fail your impairment roll (see below), you are
in severe pain, and take -4 to all IQ, DX, skill, and
If the damage is 1/16xHP or more but less than self-control rolls. In addition, if you are impaired your
1/8xHP, you sustain a Scratch (you can simply ignore move and dodge are also halved.
all damage less than 1/16xHP).
• You take a -1 shock penalty to DX and IQ on your If the damage is 1xHP or more but less than 2xHP,
next turn. you take a Critical Wound.
• Do not record scratch wounds from crushing dam- • You take all the effects of a Major Wound. If you
age. The wound is too trivial to worry about. Even if failed your impairment roll (see below) you are in
you do not record the wound, the shock penalty still terrible pain (-6 to DX, IQ, skills, and self-control)
applies. (Damage that is technically crushing for and you must succeed a HT check before you take
game purposes but that does break the skin, such any physical action or Do Nothing that turn. High
as the bites of many animals, is recorded.) Pain Threshold gives a +2 to this HT check, Hard to
Subdue is added to it.
If the damage is 1/8xHP or more but less than • If wound was from a single the blow to the vitals,
1/4xHP, you take a Minor Wound. you must pass a HT check or you will either lose 2
• You take a -2 shock penalty to DX and IQ on your FP per second from bleeding or you are permanent-
next turn. ly paralyzed (GM's option, or roll randomly). If the
• If struck in the head or vitals, make a HT roll to wound was from a single wound to the brain, you
avoid stunning and a HT roll to avoid knockdown. If must pass a HT check or immediately die. A critical
you fail the sunning roll by 5 or more, you are wound resulting from a single blow to the neck re-
knocked unconscious. quires a HT check, failure means you are either
• Do not record minor wounds from crushing damage permanently paralyzed or lose 1 FP per second
delivered by blunt attacks. You may get bruised, but (GM's option). The Hard To Kill advantage adds to
take no real injury. You are still affected by shock, HT for this roll.
stunning, and knockdown caused by the blow, how-
ever. (Damage that is technically crushing for game
• An extremity is dismembered by one critical wound; wound. Once out of combat for a minute, the effects of
an arm, by two; and a leg, by three. A dismembered adrenaline and endorphins wear off, and you automati-
extremity or limb can take no further damage. cally suffer from impairment. Notes - High Pain Thresh-
• Three critical wounds to the neck caused by cutting old halves the penalty from pain and gives you a +2 to
damage causes decapitation. This is usually instant- resist impairment. Hard To Subdue adds to your HT to
ly lethal. resist impairment. If you have Injury Tolerance (unliv-
ing, homogenous, or diffuse) you never suffer from im-
If the damage is 2xHP or more but less than 4xHP, pairment.
you take a Massive Wound. Once you take a wound, you can ignore shock pen-
• This causes all the effects of a Critical Wound. alties from equal or lesser wounds.
• You must make a HT check. If you fail, you break. If An option to reduce the granularity of this system is
you are broken, you are immediately incapacitated if you take damage that is one quarter of the way or
and automatically lose 2 FP per second from bleed- more from one wound threshold to the next, take two
ing. Inanimate objects are useless for their intended wounds of that severity instead of one. If the damage is
purpose. halfway or more from one wound threshold to the next,
• This much damage to the head destroys the head, take three wounds. If it is three-quarters of the way
severs the neck, or causes instantly fatal brain from one threshold to the next, take four wounds. Only
damage, as appropriate. This much damage to the roll once for the bad effects of these multiple wounds -
vitals destroys a vital organ, causing 2 FP per sec- the only effect of taking multiple rather than one wound
ond or permanent paralysis (GM's option, or roll is for wound accumulation purposes, crippling, dis-
randomly). memberment, and bleeding (see below). When round-
ing to whole numbers of HP, the threshold for one
If the damage is over 4xHP but not over 8xHP, you wound always takes precedence, then for three
take a Gawdawful Wound. Major structural elements of wounds.
your body are destroyed. Keep track of each wound individually. However, if
• This causes all the effects of a Massive Wound, but you take six wounds of the same severity to the same
HT checks to avoid breaking are at -4. location (head (including brain, eye, face, and neck),
• Even if you do not die, you are at half Move and torso (including vitals), right arm, right hand, left arm,
Dodge. You are at -1 to DX for every Gawdawful left hand, right leg, right foot, left leg, left foot), they
wound you have. Inanimate objects are so badly combine to form one wound of the next higher severity.
damaged that there is a -1 to skill to use the object Erase those six wounds that were combined. Immedi-
for every Gawdawful wound it has. ately apply all effects of the higher severity wound you
just took instead of the effects of the lower severity
If the damage is 8xHP or more, your body is de- wound. To conveniently keep track of these wounds,
stroyed, either crushed to a pulp, chopped to bits, you can write out a chart on your character sheet or a
blasted to shreds, ripped to pieces, burned to ashes, or separate sheet you keep with your character sheet:
whatever. Death is automatic, there is simply not
enough of you to keep functioning. Wound HP Hit Location
Severity 1 2 3 4 Head Torso
Impairment: When you are first injured for a Moderate
Scratch __ __ __ __ [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
or greater wound, make a HT roll. If you are not in an
emergency situation you have a -3 on this roll. If you Minor __ __ __ __ [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
succeed, you are so juiced up on adrenaline and en- Moderate __ __ __ __ [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
dorphins that you feel no pain. If you fail, you suffer Major __ __ __ __ [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
from the effects of pain. The degree of pain depends on Critical __ __ __ __ [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
the injury you took. The penalty from the pain does not Massive __ __ __ __ [ ] [ ][ ][ ][ ][ ]
stack with the shock penalty; use only the larger of the Gawdawful __ __ __ __ [ ][ ][ ][ ][ ]
two. Only make additional impairment rolls when you
Destruction __ __ __ __ [ ]
suffer a wound of greater effect that what you have al-
ready taken or every time you take a critical or greater