Notes:
- I first learned about the concept of Flesh and Grit from Logan Knight, though my version isn't 100% the same.
- If you're not into my system, here's my favorite system other than my own.
- The goal of this system is to be specific, deadly and minimal while still giving players meaningful decisions to make, generating tension, and encouraging narrative variety for the referee.
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Damage
Every Damage roll removes Grit from the victim in an amount equal to the result of the roll. When there is no Grit, remaining damage is applied to Flesh instead.Grit
- Grit is derived from HD. It's basically the same thing as HP, just renamed.
- Grit is an abstract measure of a PC's well-being and fitness for combat. Losing Grit represents bruises, scratches, dented armor, torn clothing, aching muscles, depleted breath and so on.
- Sneak attacks ignore Grit and apply damage directly to Flesh.
Flesh
- Flesh loss represents broken bones, torn and punctured flesh, blood loss, et cetera.
- You have 1 HD of flesh. You never gain more.
- When a character loses any amount of Flesh, use the Death and Injury system below.
- Rest heals 1 Flesh per week.
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Death and Injury
If any Attribute drops to 0, the character is dead.Flesh Loss
When your character loses any Flesh, make a Saving Throw. Success indicates Injury. Failure indicates death. Additionally, if the Save is succeeded by a margin of only 1 or 2 points, gain a Scar in the affected area (see below.)When Gaining an Injury, roll 1D6 for anatomy and 1D6 for severity, below. Your character will also lose consciousness.
Injured characters may be revived after combat with 0 Grit. Any further damage to an Injured character results in immediate death.
Injuries may be treated in a settlement.
Injury Table
D6 | Anatomy | D6 | Severity |
---|---|---|---|
1 | Head | 1 | 3D6 days to recover |
2 | ? | 2 | 3D6 days to recover |
3 | Arm | 3 | 3D6 weeks to recover |
4 | Leg | 4 | Permanent injury (partially disable anatomy or reduce related Attribute by 1D6+1) |
5 | Hand | 5 | Severe bleeding |
6 | Foot | 6 | Permanent horrible injury (maimed, severe bleeding) |
Severe Bleeding
Severe bleeding causes -1 CON per Turn until the bleeding is stopped. (This Con may be healed at the usual rate for damaged Attributes.) Also roll 1D4 each round that the bleeding continues: on a 4, you die. At the moment battle ends, anyone may attempt to stop the bleeding. If they fail to do so, you die.Anyone may Check INT, once per round, to attempt to reduce the bleeding (so you will only have to roll 1D4 once per turn) and then anyone may Check INT to attempt to stop the bleeding.
Scars
When you gain a Scar, gain 2 max Grit, and roll 1D6.- 1: Just a dent.
- 2-4: Quite a mark.
- 5-6: Disfigured.
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