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Old 11-23-2020, 10:10 AM   #2
Plane
 
Join Date: Aug 2018
Default Re: Injuries and hit locations

Quote:
Originally Posted by FeiLin View Post
Injury and Recovery (MA136) lets you track injury per location.
1. How does that interact with Basic?
For instance, if I take a hit to the arm and to the leg,
I guess that this also counts toward 0 HP and having to start making HT rolls to stay conscious, etc,
so I have to track both per limb and injury total, right?
AFAIK yes, unless you have Injury Tolerance: Independent Body Parts.

Something like that probably makes sense for cars/trucks now that I think about it...

Reducing something with 10 HP to -10 HP (death check) requires 20 damage, which for a human could be done by crippling 2 limbs (6x2) and 2 extremities (4x2)

I guess if wheels are extremities/feet then it must be the axles which are the limbs/legs? It's actually hard to think of what "death" actually means in this case... would a car's radio possible cease to work because if an axle breaking?

Quote:
Originally Posted by FeiLin View Post
2. Also, limb/extremity/etc injuries are capped at crippling levels; does that still hold for extreme dismemberment?
B421 doesn't mention that the destruction/dismemberment of a limb can surpass the usual cap of damage (like 6 HP for a crippled limb in example)

Having those be more life-threatening would be covered by using MA138's "Severe Bleeding" rules which gives extra penalties to the bleeding rules for destroyed limbs/extremities, with an extra penalty if the destruction was dismemberment-by-cutting. The -3/-4 for limbs is identical to targeting veins/arteries on that limb.

Veins/Arteries might somehow be worse (inexplicably) though because unlike dismemberment there's no mention of it reverting to normal bleeding rules once HP lost to blood loss equals amount needed to cripple.

Quote:
Originally Posted by FeiLin View Post
3. Finally, are none of the non-crippling effects pertinent until 2×HT s have passed,
meaning that the only direct immediate numerical effect on combat ability is shock?
I didn't find it explicitly,
Seems like it. Would be interesting to have some kind of "low adrenaline" quirk that might reduce that to merely HT seconds.

Quote:
Originally Posted by FeiLin View Post
but I guess that the torso replaces the normal 1/3×HP consequences
and that torso only comes into effect after the adrenaline wears off.
That's an interesting observation... MA136's parenthesis does indeed say "the usual penalty for having less than 1/3 your HP remaining)."

If that's no longer instantaneous (delayed for seconds) then that WOULD be a major rules shift...

My speculation is that the highest tier of injury on all parts is meant to be instantaneous. You can "ignore the effects of a non-crippling injury for... " but we can see for limbs (arm/leg) that the charts' final entry is "injury over HP/2" with "cripples the leg".

Injury over 2/3 might be meant like that (akin to "cripples the torso") where the -3 to DX (unlike the -1 or -2) is meant to be instant.

- - -

this actually raises an interesting scenario for HP 10guy...

take 6 HP to torso (more than half, less than 2/3) you're -2 to DX and -20% move (B419 presumably all types ground/air/water? doesn't say basic speed so I guess you can still dodge perfectly?)

he could OTOH take 2 HP to each leg (4 HP total) without any move penalties (just DX penalties for kicking) and 1 HP to each foot (MA124 "bruised knuckles" rules for delivering kicks) for another 2 HP ... he has also lost 6 HP but his Move is still at full, even though he took these injuries to his means of locomotion instead of the torso. But then all of a sudden if he cuts his finger (1 HP lost) his HP drops from 4 to 3 and the full 50% move reduction takes effect.

I'd like to see HP induce things at 20% or 10% increments like FP does in Last Gasp
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