D D2 20 0 M Mo od de er rn n: : W Wo ou un nd ds s P Po oi i n nt t s s
Written, Edited, and Distributed by: Darin La Sota
This rule set is designed to translate the Wound and Vitality point system into d20 Modern as a replacement for the hit point system. The information in this document is as OGL compliant as possible, considering that the main reference used (Star Wars d20) is not OGL, and nor is the Polyhedron mini-game version of Shadow Chasers. However, many third-party publishers have released versions of these rules, so here is mine. With this document I tried to preserve as much of the original system as possible while still applying a Wounds and Vitality system. The damage conventions were stolen from Charles Ryan, one of the original designers of the d20 Modern Game. Enjoy.
Definitions Your Wound Points and Vitality Points represent how hard your character is to kill and injure. As with Hit Points, damage accumulates and eventually both point pools are 0 or less and youre in trouble. In defining these concepts, its better to look at what a LOSS represents than what the points themselves represent, as shown below.
Vitality Points Represent a mixture of toughness, quickness, training, and pure luck that allows you to turn a potentially fatal blow into something you can shrug off and continue doing, well, whatever it was you were doing when you got hit (this would usually be fighting). A loss of vitality points represents bruising, black eyes, bloody noses, minor gashes and lacerations, being grazed by gunfire, and basically any injury that will only have a short term effect on your ability to stay standing and avoid injury. Vitality points are calculated by your hit dice and your constitution bonus, just like Hit Points were. If converting a character over from one system or another, Hit Points exchange with Vitality Points directly. Not everyone has Vitality Points. Depending on your GM and campaign, Vitality Points may be dramatic (important NPCs have them, random cronies do not) or realistic (people with formal combat training or experience have them, regular everyday people do not), or a mixture of the two. PCs typically will have Vitality Points, unless the GM wants to have a really deadly game. A GM should never give Vitality to some PCs and not to others.
Wound Points These represent your characters overall health and physical condition. A loss of Wound Points represents broken ribs and other broken bones, gunshot wounds, major gashes and lacerations, and basically any injury that would conspire to ruin your day (or at least slow you down and be noticed the next day). Wound Points are calculated as your constitution score multiplied by a size modifier, as noted in the following chart: Table WV-1: Wound Points by Size Creature Size Wound Points Colossal Con x 8 Gargantuan Con x 4 Huge Con x 2 Large Con Medium-size Con Small Con Tiny Con 2 Diminuti ve Con 4 Fine Con 8 Everyone with a constitution score has Wound Points. If the creature does not have a constitution score, its either dead or has vitality (assuming it was alive to begin with). In the case of Undead both cases are true. At any rate, creatures without a Constitution score should be given Vitality Points (which are treated like hit points). Note in many cases they are harder to kill (use examples from Shadow Chasers). Undead should be given special conditions required to fulfill in order to cause their death. Constructs are basically objects, so treat them like vehicles as per disabled/destroyed.
Effects of Damage Practically all damage effects Vitality Points, unless you are tired (or untrained) or just plain unlucky.
0 Vitality Points When your Vitality Points have been reduced to zero, you can no longer avoid physical damage. Any additional damage you receive is applied to Wound Points.
Critical Hits Critical hits apply strait to Wound Points. All weapons that do Ballistic damage have one die added to their damages. There is no damage multiplier. Now when the damage multiplier of a weapon is above x2, you take the excess and lower the die type by that many steps, and increase the die number by the same (you actually do it once, make sure the damage potential is equal to or greater than before, then repeat). So our Battle Axe goes from 1d8 20/x3 to 2d6 20 (putting it on par with the katana for damage, though the katana scores a critical hit about twice as often). Since your average pistol now does 3d6, there is no inconsistency. Heroism Method (optional rule): Is more for D&D than modern, and was done to use WP/VP in a Swashbuckling Adventures game. In it, you ignore everything under Method 1, and use critical hits as they are. So a battle axe is 1d8 20/x3, but thats a 3d8 critical to your vitality, not your wounds. You may also give the character the option of selecting when he scores a critical hit, so that he could do 1d8 to wounds or 3d8 to vitality when scoring a critical hit (note, if youre out of vitality, that 3d8 to vitality goes to wounds as per normal). This avoids having to worry about armor, but still allows people to hide behind their hit points.
Saving Throws Any damage source that requires a save to avoid or halve the damage (such as falling, a grenade, a Fireball), applies its damage to Vitality Points as normal. However, if the target rolls a critical failure (i.e. a natural 1) on his saving throw, he has to roll again. Upon second failure, the damage is applied to Wound Points. All other failures are applied to Vitality Points as usual.
Loss of Wound Points (Fatigued) When a character loses wounds points, he becomes Fatigued, as per the rules on page 140 in the d20 Modern Core Rulebook, except that the fatigued state lasts as long as you have Wound Damage, not until you get 8 hours of rest (this usually requires more than 8 hours of rest). In addition, whenever the character suffers Wound point damage in a combat round, he must make a Fortitude save, the DC equaling the amount of Wound Damage suffered, or fall unconscious for 1d4+1 rounds (as being knocked out). When your Wound Points reach 0 or lower, then: At 0 Wound Points, youre disabled. At -1 to -9 Wound points, youre dying. At -10 or lower, youre dead. For more details on these states, see page 141 of the d20 Modern core rulebook.
More Knock-Outs (optional rule): Add 5 to damage suffered in order to determine the Fort save to avoid being knocked out.
Massi ve Damage The Massive Damage rules on page 141 still apply. Youre Massive Damage threshold is still equal to your Constitution Score. When failing a Massive Damage save, its your Wounds that reduce to -1, not your Vitality. Your armor now affects your Massive Damage threshold, see the sections on both armor and damage reduction for more details. Severe Bleeding (optional): This has you lose all vitality when you fail a Massive Damage save, and begin bleedingwhile still standing. You lose 1 wound point a round until bandaged. If you do more than one move or attack (as per being at 0 wound points), you take an addition point of bleeding damage. Note the Treat Injury check to stop a character from bleeding out may be used on a character who is still conscious and bleeding under these rules (in first aid, its the hurry case severe bleeding). You also take 1 wound point of damage immediately (this models the drop to -1 hit points MAS rule from the hit point system). Multiple failed MAS saves cause multiple wounds, each one requires a separate Treat Injury check to stop the bleeding.
Nonlethal Damage The Nonlethal Damage system has changed slightly due to Critical hits no longer having Damage Multiples. Now when you take Nonlethal Damage, you suffer Vitality Damage as if it was from a normal (lethal) attack. When an attack dealing Nonlethal Damage would affect your Wound Points, however, you suffer no Wound Damage, but the Nonlethal Damage is still factored in your Fortitude save to remain conscious. Example, lets say our unlucky rifle victim Alexandra Gorden were to not only make that fateful saving throw but also to escape her shooter and then immediately run into a thug. The thug connects with a right hook, dealing 6 points of Nonlethal Damage. From the example on page 141, we realize that Alexandra only had 3 Vitality left, which means 3 points of Nonlethal spill over into Wounds. She takes no Wound damage, but needs to make a Fortitude save, DC 8. If she were to fail it, then shed be knocked out for 1d4+1 rounds. If you take Nonlethal Damage to wounds (does not get absorbed by vitality) that equals or exceeds your Constitution Score, then you are still Dazed for one round, as you would be by the standard Nonlethal damage rules..
Healing and recovery Recovery from 0 or less Wound points is handled the same as it was for Hit Points, see page 142 of the d20 Modern core rulebook. Healing, however, is a bit different. For general healing effects (such as first aid, spells, etc.), healing affects Wounds first, and then Vitality (unless the user of the spell, skill, or ability states otherwise).
Natural Healing and Vitality Vitality Points are healed at the rate of 1 per character level per hour of rest/light activity. For example, if a high school kid gets into a fight on your way to school and loses 7 Vitality, he would heal 6 of it back (assuming school is still 6 hours long and hes 1 st level). If he were 2 nd level, then all would heal (hed heal a total of 12). Anything that would increase your healing rate under the hit point system has the same increase for Vitality, but per hour not per day (like bed rest, medical care, etc.)
Natural Healing and Wounds Your Wound points heal back at the rate of 1 per evening of rest. Any effect that heals hit points heals Wound Points as if you were a first level character (does not multiply by level). For example, a successful use of the Treat Injury skill on a healing character heals 3 points per night as opposed to 1 (or 3 times character level).
Temporary Hit Points Are now temporary Vitality Points. Otherwise, all information on page 142 of the d20 Modern core rulebook still applies.
Increases in Constitution Score An increase to a characters constitution affects both his Vitality Points and his Wound Points. Use the rules on page 142. Note that Wounds are calculated directly from your constitution score.
Class Talents and Feats Any class talent that adds to hit points now adds to Vitality. The feat Toughness, however, adds to Wound Points.
New Feat (general, fast) This feat was taken from Star Wars.
Quickness You are quicker than normal. Benefit: You gain +3 vitality points. Special: A character may gain this feat multiple times. Its effects stack.
Other New Rules Armor Armor now provides an Equipment Damage Reduction in place of a Defense Bonus (equal to the defense bonus it gave before). This equipment DR only affects damage that would be applied to wound points and has no affect on vitality. Natural Armor does not provide an equipment DR but rather calculates into Defense as normal. The DR is Defense Bonus/- (unless you want to set armor qualities in games such as D20 future, where you can have armor be DB/plasma to allow plasma to penetrate older armors, etc.). Damage Reduction now applies to your massive damage threshold as well, although Damage Reduction from armor still follows all rules as for armor (if someone can bypass armor, they also bypass the addition to your MAS). See table WV-2 for an updated armor list. Striking Around Armor (Optional Rule): When attacking an armored opponent with a melee attack, you may take a penalty to your attack equal to the opponents Damage Reduction in order to ignore it. Note, this only works on Damage Reduction provided by armor, and you must take the full penalty in order to do it (to take a little but not all is the same as a power attack, which this is not).
Table WV-2: Armor Armor Type Equip. DR Nonprof. DR Max Dex Bonus Armor Penalty Speed (30 ft.) Wt. Purchase DC Res. Light Armor Leather jacket Impromptu 1/Ballistic or Fire* 1/Ballistic or Fire* +8 0 30 4 lb. 10 Leather armor Archaic 2/Ballistic or Fire* 1/Ballistic or Fire* +6 0 30 15 lb. 12 Light undercover shirt Concealable 2/Fire* 1/Fire* +7 0 30 2 lb. 13 Lic (+1) Pull-up pouch vest Concealable 2/Fire* 1/Fire* +6 1 30 2 lb. 13 Lic (+1) Undercover vest Concealable 3/Fire* 1/Fire* +5 2 30 3 lb. 14 Lic (+1)
Medium Armor Concealable vest Concealable 4/Fire* 2/Fire* +4 3 25 4 lb. 15 Lic (+1) Chainmail shirt Archaic 5/Ballistic or Fire* 2/Ballistic or Fire* +2 5 20 40 lb. 18 Light-duty vest Tactical 5/Fire* 2/Fire* +3 4 25 8 lb. 16 Lic (+1) Tactical vest Tactical 6/Fire* 2/Fire* +2 5 25 10 lb. 17 Lic (+1)
Heavy Armor Special response vest Tactical 7/Fire* 3/Fire* +1 6 20 15 lb. 18 Lic (+1) Plate mail Archaic 8/Ballistic or Fire* 3/Ballistic or Fire* +1 6 20 50 lb. 23 Forced entry unit Tactical 9/Fire* 3/Fire* +0 8 20 20 lb. 19 Lic (+1) *Fire is the damage type for lasers, hence its use here. If you dont like Forced Entry Units being susceptible to fire, than change everywhere you see fireto laser.
Ordinaries We now have two types of ordinaries, instead of just one. We have Brute Ordinaries and Henchmen Ordinaries (optional). Henchmen are calculated just as explained in the rulebook, and get the same Vitality as they would have had hit points, with the same Challenge Rating. Brutes (or just Ordinaries if you prefer) are identical to ordinaries from the book, but do NOT have Vitality. Their Challenge rating is half that of an ordinary with Vitality, with a level one Brute Ordinary having a CR of . Brute Squad Rule (Optional Rule): If you want a more heroic game, force Henchman to add 5 to their DC to avoid being knocked out, have Brutes add 10.
Challenge Ratings In general, when converting a creature to Wound Points, its challenge rating is unchanged when it has Vitality, is cut in half when it doesnt. This was already factored in to the ordinary rules above.
Damage Reduction (rules replacement) A creature with this special quality ignores wound damage (and only wound damage, DR has no effect on vitality damage) from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below. The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability. Some monsters are vulnerable to piercing, bludgeoning, slashing, or ballistic damage. Some monsters are vulnerable to certain materials, such as alchemical silver, adamantine, or cold-forged iron. Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement bonus. Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. When a damage reduction entry has a dash () after the slash, no weapon negates the damage reduction. A few creatures are harmed by more than one kind of weapon. A weapon of either type overcomes this damage reduction. A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction. Damage Reduction also applies to the creatures Massive Damage Threshold. However, any attack that would ignore the creatures Damage Reduction also ignores the addition to their Massive Damage threshold, as if massive damage threshold acted like wound points. If a creature is immune to critical hits and has only vitality, then DR applies to vitality (as they do not have wounds).
Energy Reduction Any type of energy reduction or resistance is effective against both Wound and Vitality damage.
Called Shots (optional rule) Occasionally a character may want to aim at a specific body part for some reason or another. Most of the time, their reason is handled under some other rule (hitting an arm to make someone drop a weapon is a Disarm, a leg to knock him over is a trip, etc.). However, when you wish to attack someones limb for the sake of attacking the limb; such as to deaden an arm in a knife fight, to hit a creature in its weak spot, etc., then these rules are designed to model it in a way thats not too grotesquely unbalanced.
Making a Called Shot A called shot is made as a special attack that provokes an attack of opportunity, and does not stack with other types of special attacks (such as burst fire or double tap). The attack suffers a penalty as outlined in the table below. Called shots generally have no effect unless they inflict wound damage or the creature youre fighting suffers some penalty for being struck there. The effects below are for human targets, nonhuman targets may or may not suffer these effects, its up to GM Discretion (though generally any human-like organism or animal suffers these effects, fantastic creatures may or may not, and creatures immune to critical hits generally do not suffer any ill effects, though a called shot may get around some other defense.
Table WV-3: Called Shots Location Penalty to Attack Legs -5 Arm (either) -6 Head -8
Legs: If the creature takes wound damage as a result of the called shot, then the creatures speed is reduced by 5 feet until its wound damage is healed. A creature reduced to negative wound points by a called shot to the leg is instead at 0 wound points. Arm: If the creature takes wound damage as a result of the called shot, then the creature suffers a -2 penalty to all rolls involving that arm (attacking with a weapon in that hand, etc, note that this effects martial arts, even though they can use their feet, as it removes an option) until its wound damage is healed. A creature reduced to negative wound points by a called shot to an arm is instead at 0 wound points. Head: A called shot to the head ignores any Damage Reduction the creature might receive due to armor if the creature is not wearing some sort of head protection (like a helmet). If a called shot to the head brings a creature down to negative wound points then the creature is killed (-10 wounds). If the optional Severe Bleeding rules are being used, than if a called shot to the head inflicts wound damage, the creature must make a Massive Damage (if it does enough damage to force a massive Damage save, than the creature only makes one save, not two).
Called Shot Feats The following feats are intended for campaigns where the Called Shots rules are in use.
Limb Strike You are trained to hit people in the limbs. Prerequisites: Combat Expertise, Int 13+ Benefit: You no longer provoke an attack of opportunity when making a melee called shot to the limbs. You also receive a +4 bonus to the attack.
Head Hunter In melee confrontations, you have a tendency for going for the opponents head. Prerequisites: Combat Expertise, Int 13+, Limb Strike Benefit: You no longer provoke an attack of opportunity when making a melee called shot to the Head. You also receive a +4 bonus to the attack.
Called Shot Youve learned to go against traditional training and can effectively aim for your opponents limbs. Prerequisites: Point Blank Shot, Precise Shot Benefit: You receive a +4 bonus when making a ranged called shot to your opponents limbs.
Head Shot Maybe you like the challenge, maybe youve played too much Counterstrike, but youve learned to go against traditional training and can effectively aim for your opponents Head. Prerequisites: Point Blank Shot, Precise Shot, Called Shot, Wis 13+ Benefit: You receive a +4 bonus when making a ranged called shot to your opponents Head. OPEN GAME LICENSE Version 1.0a
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