?

Log in

No account? Create an account

[icon] Nonlethal Damage Rules - Musings of Mine
View:Recent Entries.
View:Archive.
View:Friends.
View:Profile.
View:Nasty, Nasty business this. One of my more visited comic sites. Always essential. Do I even need to explain this one?.

Tags:, ,
Current Music:Seven Deadly Sins-Floggin mol
Current Location:Head-Deskville
Security:
Subject:Nonlethal Damage Rules
Time:12:49 pm
Current Mood:blahmorning
Type your cut contents here.

  Non-Lethal Damage                        .

                Certain attacks deal non-lethal or sub-dual damage.  Other effects, such as heat, or being exhausted also deal non-lethal damage.  When a character takes non-lethal damage, keep a running total of how much he or she has accumulated separate from the character’s current Hit Points.  It is not ‘Real’ damage (see Recovery below).  Instead, when a character’s nonlethal damage equals or exceeds his or her current Hit Points, the character falls unconscious.  It doesn’t matter whether the nonlethal damage equals or exceeds the character’s Hit Points because the nonlethal damage has gone up, or because the character’s current Hit Points have gone down.  The result is the same either way.

                Cold

                Cold and exposure deal nonlethal damage to the victim.  This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again, except through magical healing means that target such conditions.  Once the character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begin to deal lethal damage at the same rate.

                And unprotected character in cold weather (below 40˚F/4˚C) must make a Fortitude Saving Throw each hour (DC 15, +1 per previous check) or sustain 1D6 points of nonlethal damage.  A character who has the Survival Skill may receive a bonus to this Saving Throw and be able to apply this bonus to other characters as well.

                In conditions of extreme cold or exposure (below 0˚F/-18˚C) an unprotected character must make a Fortitude Saving Throw once every 10 minutes (DC 15, +1 per previous check), taking 1D6 nonlethal damage on each failed save.  A character who has the Survival skill may receive a bonus to this Saving Throw and be able to apply this bonus to other characters as well.  A character wearing winter clothing only need check once per hour for cold and exposure damage.

                A character who sustains any damage from cold or exposure suffers from frostbite, or hypothermia and is fatigued.  These penalties end when the character recovers the nonlethal he or she took from the cold or exposure.

                Heat

                Heat deals nonlethal damage that cannot be recovered until the character cools off, except through magical healing means that target such conditions.  Once rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begin to deal lethal damage at the same rate.

                A character who sustains any nonlethal damage from heat exposure suffers from heatstroke and is fatigued.  These penalties end when the character recovers the nonlethal damage he or she took from the heat.

                A character in very hot conditions (above 90˚F/32˚C) must make a Fortitude Saving Throw each hour (DC 15, +1 per previous check) or sustain 1D4 points of nonlethal damage.  Character’s wearing heavy clothing or armour of any sort have a -4 penalty on there saves.  A Character who has the Survival Skill may receive a bonus to this Saving Throw, and be able to apply this bonus to other character’s as well.  Characters reduced to unconsciousness begin taking lethal damage (1D4 points per hour).

                A character in severe heat (above 110˚F/43˚C), must make a Fortitude Saving Throw once every 10 minutes (DC 15, +1 per previous check) or sustain 1D4 points of nonlethal damage.   Character’s wearing heavy clothing or armour of any sort have a -4 penalty on there saves.  A Character who has the Survival Skill may receive a bonus to this Saving Throw, and be able to apply this bonus to other character’s as well.  Characters reduced to unconsciousness begin taking lethal damage (1D4 points per 10 minute period).

                Extreme heat (air temperature over 140˚F/60˚C, fire, boiling water, lava) deals lethal damage.  Breathing air in these temperatures deals 1D6 points of damage per minute (no save).  In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check), as above.

                Boiling water deals 1D6 points of scalding damage unless the character is fully immersed, in which case it deals 10D6 points of damage per round of exposure.

                Starvation and Thirst

                In normal climates, character’s need at least a gallon of fluids and about a pound of decent food per day to avoid starvation.  In very hot climates, character’s need at least two or three times as much fluid to avoid dehydration. 

                A character can go without water for 1 day plus a number of hours equal to his or her Constitution score.  After this time, the character must make a Constitution check each hour (DC 10, +1 per previous check) or sustain 1D6 points of nonlethal damage.

                A character can go without food for 3 days, in growing discomfort.  After this time, the character must make a Constitution check each day (DC 10, +1 per previous check) or take 1D6 points of nonlethal damage.

                Characters who have taken damage from lack of food or water are fatigued.  Nonlethal damage from thirst or starvation cannot b e recovered until the character gets food or water as needed, or is supplemented in some other way that provides similar benefit.  Characters rendered unconscious by nonlethal damage from lack of food or water, begin taking lethal damage at the same rate.

                Water

                Any character can wade in calm water that isn’t over his or her head, no check required.

                Swimming in calm water only requires Skill checks with a DC of 10.  trained swimmers can just take 10.

                Fast moving water is much more dangerous.  On a successful swim or Strength check(DC 15), it deals 1D3 points of nonlethal damage per round (1D6 points of lethal damage if flowing over rocks or cascades).  On a failed check, the character must make another check that round to avoid going under.  If the character goes under, he or she is drowning.

                Very deep water is not only often pitch black, but worse, it deals water pressure damage of 1D6 points per minute per every 100 feet the character is below the surface.  A successful Fortitude Saving Throw (DC 15, +1 for each previous check) means the diver takes no damage in that minute.

                Very cold water deals 1D6 points of nonlethal damage from hypothermia per minute of exposure.

comments: Leave a comment Previous Entry Share Next Entry

[icon] Nonlethal Damage Rules - Musings of Mine
View:Recent Entries.
View:Archive.
View:Friends.
View:Profile.
View:Nasty, Nasty business this. One of my more visited comic sites. Always essential. Do I even need to explain this one?.