Wounds & Injury

Wounds & Injury

This module introduces injury triggers and recovery procedures that support SystemRPG’s 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:

  1. Massive Hit: A single hit deals damage ≄ 25% of target’s Max HP after mitigation.
  2. Overwhelming Margin: The attacker wins the contest by 3+ net successes.
  3. Critical Botch (Defense): The defender’s 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., 20–30%).

Injury Check

Roll a Flux Check using the target’s defensive capability against the attack’s effective Power Level:

Apply tier differences per Flux Check System#Milestone Tier Advantage System.

Outcomes (on Injury Check)

The SO selects a thematically appropriate effect guided by attack type and fiction, using Conditions as the canonical effects.

Stabilization & Treatment

Death & Setting Integration

Follow setting-level death rules in Death and Survival Mechanics. Injury severity should escalate narrative stakes without undermining the “permanent death under normal circumstances” philosophy.

Design Notes