Wounds & Injury
Wounds & Injury
This module introduces injury triggers and recovery procedures that support SystemRPGâs cinematic-but-crunchy combat ethos. It integrates with simultaneous resolution, tier-driven contests, and per-second timing.
When to Check for Injury
Make an Injury Check when any of the following occur after damage is applied per Damage Application Order:
- Massive Hit: A single hit deals damage ⼠25% of targetâs Max HP after mitigation.
- Overwhelming Margin: The attacker wins the contest by 3+ net successes.
- Critical Botch (Defense): The defenderâs check results in a severe botch (e.g., cascading 1s producing multiple net failures) at SO discretion.
Tables may tune thresholds after playtesting (e.g., 20â30%).
Injury Check
Roll a Flux Check using the targetâs defensive capability against the attackâs effective Power Level:
- Physical Injury: (Endurance Ă 2 + Reaction Ă 1) vs attackerâs Physical Attack PL
- Mental Injury: (Willpower Ă 2 + Control Ă 1) vs attackerâs Mental Attack PL
Apply tier differences per Flux Check System#Milestone Tier Advantage System.
Outcomes (on Injury Check)
- Success: You avoid lasting injury (narrate close call, minor bruise).
- Fail by 1: Suffer a Minor Wound (e.g., -1 to a relevant category, or apply a light condition like Slowed or Off-Balance for 1 round).
- Fail by 2: Suffer a Moderate Wound (apply a stronger condition such as Prone or Bleeding; -1 to related checks until treated).
- Fail by 3+: Suffer a Severe Wound (e.g., Stunned next round, ongoing Bleeding, or limb impairment as appropriate; -2 to related checks until treated).
The SO selects a thematically appropriate effect guided by attack type and fiction, using Conditions as the canonical effects.
Stabilization & Treatment
- First Aid: An ally spends 1 action to attempt a Flux Check (Medicine/Heal + relevant Stat) against the Injuryâs PL; success downgrades injury severity by one step.
- Magical Aid: Healing effects may downgrade injury severity or remove specific conditions as described by the spell.
- Natural Recovery: At sceneâs end or during rest, attempt a new Injury Check; success downgrades one step. Severe Wounds may require multiple rests or specific care.
Death & Setting Integration
Follow setting-level death rules in Death and Survival Mechanics. Injury severity should escalate narrative stakes without undermining the âpermanent death under normal circumstancesâ philosophy.
Design Notes
- Injury triggers scale with power via tier differences, naturally making high-tier hits more dangerous without forcing lethality.
- Conditions provide a unified language for effects; keep the list compact and evocative.