Stars Without Number
Optional Injuries System
Optional Injuries System
This system adds flavorful injuries instead of simply dying at 0 HP, letting you fight longer with a penalty. Death is still a possibility, but so is a crippling injury or debilitating wound. It’s also possible to suffer debilitating critical hits, however, making the system a little more dangerous as well.
When you reach 0 HP, you do not fall unconscious. In fact, it’s entirely possible to keep on fighting. Instead, convert all damage taken beyond 0 into “Wounds”, which accumulate and represent actual serious injury.
If your enemy rolls a natural 20, you immediately suffer one Wound, even if you have HP remaining.
Whenever you suffer one or more Wounds, roll 2d6 plus your character level plus Constitution modifier, minus the amount of Wounds you are currently suffering.
Formula: 2d6 + Level + Constitution modifier – Total Wounds
Your character dies on a result of 0 or less. If your roll result is 12 or greater, you suffer no penalties. For results in between, either assume a -1 penalty to all rolls, or consult the table below for more flavorful injuries.
0 or less) Fatality. The injury results in death. The character can be saved by immediate biopsionics or a lazarus patch, as per the normal rules. Even if saved, the character is bedridden for 1d4 days (1d4 months in TL 3 and below), as per death in the normal system.
1) Mortal wound. The character is badly injured. He or she is rendered unconscious and will die in 1d4 rounds. If the character receives aid before death, he or she becomes Unconscious, below. Second Hit: The character dies.
2) Unconsciousness. The character is knocked unconscious and helpless. He or she may die within 1d4 minutes unless treated, assuming the attack is able to kill. Second Hit: The character dies.
3) Crippling blow. The character is dealt a crippling injury, sending them collapsing to the floor with pain too severe to stand. Barely clinging to consciousness, he or she can take actions, but each further action causes a second roll on the Injury Table after it is resolved. If the character’s Injury rating increases from additional damage, she automatically falls unconscious. Second Hit: The character falls unconscious and becomes mortally wounded, as under “Mortal wound”.
4) Painful blow. The character is hit in the solar plexus, groin, or other vulnerable area, and is stunned by pain. He or she is unable to act for 1d4+1 rounds. Second Hit: Treat as a Crippling blow, above.
5) Trouble Breathing. The character is choking on blood, has an injured lung, or otherwise has difficulty breathing. The character suffers no penalties for 1d2 rounds of strenuous action such as fighting. After this, he or she must roll a Physical Save or suffer a Crippling Blow, as above. Success allows the character to continue for another round, at which point another save is made until the character either is able to rest or collapses. Second Hit: Treat as a Crippling Blow, above.
6) Disarmed. The character is hit badly in an arm, or else overwhelmed by pain, and drops what she’s holding. Injury to the hand or arm makes retrieving the object difficult, requiring an entire action. Additionally, the character suffers a -1 to Strength and Dexterity modifiers. Second hit: The character is disarmed again, and her arms become useless. She cannot hold things until she receives healing Third Hit: Treat as a Painful Blow, above.
7) Knocked down. The character may be hit in the leg, or crumple down with pain. A successful Physical Save, made as the character’s entire action, allows the character to stand up again, shunting away the pain. Fighting while prone otherwise incurs a -2 penalty. Second Hit: The character is crippled, unable to use their legs at all until they receive treatment. Third Hit: Treat as a Painful Blow, above.
8) Injured Arm. The character suffers an injury to an arm, inhibiting their ability to fight. He or she suffers a -1 penalty to both Dexterity and Strength modifiers, and is presumed to either switch to a less-favored hand or wield the weapon more poorly due to the injury. Second Hit Treat as Disarmed, but the penalties to Dexterity and Strength stack.
9) Injured Leg. The character suffers a leg injury, but can still stand. His or her speed is halved, and running becomes impossible. Second Hit: Treat as Knocked Down, above.
10) Flesh Wound. The character suffers a shallow flesh wound. You suffer one additional Wound from this attack, but need not roll again for this.
11) Seeing Stars. The injury is merely a distraction. The character suffers a -2 penalty to their next action due to blood in their eyes, aching wounds, or similar distractions. Second Hit: Same result.
12 or greater) Just a Scratch. The character suffers no penalty from the injury whatsoever.
In this system, HP refreshes fully after a night’s rest. Wounds, however, heal more slowly, and you must endure the penalties associated with any injuries you rolled until your Wounds have fully healed.
If you have access to a doctor, a successful Tech/Medicine skill of difficulty 7, with a penalty of -1 per Wound suffered, heals one Wound. Add your Constitution modifier in place of the doctor’s Attribute modifier to this roll. A Tech/Medicine attempt may be made each day. To rely on natural healing, you must wait a number of days equal to the number of Wounds suffered; at the end of this period, you must make a successful Physical Effect saving throw. Success heals one Wound. Whether you succeed or fail, the healing process then starts over. Characters with a positive Constitution modifier automatically heal Wounds naturally if they have (Con modifier) or fewer Wounds suffered.
Unconscious: A character knocked unconscious remains helpless until no longer injured.
Crippling Blow: Assuming your character didn’t fall unconscious due to further damage, he or she remains severely injured until healed. Strenuous activity forces an immediate roll on the Injury Table.
Painful Blow: Soreness and trauma riddle your character. Choose whether the trauma is primarily physical (lasting bruises) or mental (PTSD and anxiety). Treat all of the character’s corresponding Attribute modifiers as being -2 on all rolls (but not on static numbers, like PP).
Trouble Breathing: The character is tired and winded for the duration of the injury, and treats their Physical Attribute modifiers as being -1 on all rolls (but not on static numbers, like PP).
Disarmed or Injured Arm: The character retains the -1 to Dexterity and Strength modifiers until the damage has healed. If the character’s arms were rendered useless, or if the penalty had increased to -2, it remains at -2 until the damage is healed.
Knocked Down or Injured Leg: The character moves at half speed and cannot run. If they were crippled, they remain so until the Injury has healed.
Flesh Wound: Flesh wounds have no lasting consequences.
Seeing Stars or Just a Scratch These have no consequences whatsoever. If either was the most serious injury you suffered, immediately heal 1 Wound as combat ends.
Harrison Gregg is a 3rd-level Expert with 14 Constitution. He returns one morning to the ship’s infirmary in a bedraggled state, with no HP and having suffered 2 Wounds. The ship’s doctor rolls 2d6 plus her Tech/Medicine skill of 1 plus Harrison’s Constitution modifier, minus two for the two Wounds for a net total of 0. The dice come up 5 – no success. Harrison spends the day resting. The following day, the doctor tries again – but the dice show 4, and Harrison isn’t helped. Since Harrison has now rested two days, he makes a Physical saving throw. The roll succeeds, and Harrison heals one Wound on his own. He’s left with one Wound, which thanks to his Constitution modifier he will heal automatically at the end of the next day.
Biopsionics and Wounds
The following changes are enacted to the Biopsionics Discipline.
Biostasis – No change.
Psychic Succor – Psychic Succor works as normal for HP, but it can also choose to apply it to Wounds instead. Doing so heals 1 Wound and adds 2 System Strain points. Psychic Succor always heals either Wounds or HP, never both.
Purge Toxin – No changes.
Invincible Stand – The target does not suffer Wounds before reaching -30 HP. Furthermore, the character can endure up to 3 Wounds without having to roll on the Injuries table. If the character has negative HP as the power ends, convert all negative HP into Wounds and roll on the injury table immediately.
Augment Organism – No changes.
Metamorph – No changes.
Psychic Vitality – Psychic Vitality works as normal for HP, but it can also choose to apply it to Wounds instead. Doing so heals 2 Wounds for each target and adds 4 System Strain points. Psychic Vitality always heals either Wounds or HP, never both.
Entropic Resonance – Unlike the healing abilities, Entropic Resonance can deal a combination of Wounds and HP. It deals 6d6 damage normally, but 2 dice can be removed to inflict a Wound instead, up to a maximum of three Wounds. However, if the saving throw is successful, the target takes no Wounds whatsoever.
Nine Lives – After regenerating, the psychic has 0 Wounds and maximum Vitality.
You may not target the head, torso, etc. with specific targeting – that’s just shooting to kill or wound, which is the normal assumption. You can, however, aim to inflict an injury to an arm or leg, as well as knock away a weapon or force movement without dealing damage.
Arm or Leg injury: The attack deals one-half the normal damage. If the target suffers any Wounds from the attack, they are either Disarmed or Knocked Down, as appropriate, instead of rolling for injuries. If they do not suffer any Wounds, they suffer an Injured Arm or Injured Leg, as appropriate, but the penalties last only for 1d4 rounds as the damage wasn’t permanent.
Disarm: You may also attempt to disarm by targeting the weapon, inflicting no damage. Roll an attack as normal. The opponent rolls an attack roll of their own. If this opposed roll beats your attack, your attack fails. If it does not, check it against the opponents’ AC – if the attack connects, they are disarmed. The GM may not permit this maneuver with inappropriate weapons, depending on the circumstances.
Force Movement: You may push or shove an opponent, or lay down covering fire forcing them to move. Roll an attack as normal. If the attack hits, the opponent may choose whether to take damage as normal, or move as you dictate. You can render an opponent prone in this fashion, if you wish.