Dark Minneapolis Season 2
Wounds and Hit Points
Goals for Hit Point system:
1) Easy to track.
2) Long term consequences for serious injuries.
3) Non-lethal combat potentially as effective as lethal, but with different out-of-combat consequences.
Any lethal hit that reduces you to below 25% damage is treated as causing a “wound”.
Each character tracks the number of wounds.
Each wound causes a -1 to all rolls (physical or mental).
Each wound causes a -X to your maximum possible hit points.
It takes a week to recover from the effects of a single wound (this might not be fully healed, but you are able to act nearly fully).
Non-lethal damage that reduces you to below 25% damage has a chance of “stunning” you.
Stunned characters are capable only of limited actions on their next turn.
When reduced to zero hit points, you drop unconscious.
If the hit that reduced you to zero was lethal, you take an extra wound and are bleeding out one hit point a turn until your wounds are treated.
At the DM’s prerogative, a wound might give a more specific penalty and be in a specific place. For instance an arm wound might give -2 to all actions involving that arm but no penalty in other circumstances.
All attacks have a type (slashing, piercing, bashing, fire, electrical, cold, etc) and is separately either lethal or non-lethal.
For instance punches would be bashing-non-lethal.
A taser would be electrical-non-lethal.
A flamethrower might be fire-lethal.
A sword would be slashing-lethal.