phantomdoodler
Mongoose
This is another neat idea from FATE, which adds a little interest to wounds.
Every time a player takes ENDURANCE damage, they may choose to take a Consequence instead, ignoring a certain amount of damage from the attack. You may take no more than one of each category, or more than 3 in total
Minor Consequences (- 2 ENDURANCE):
Winded
Tripped up
Momentarily Dazed
Shaken Up
Disorientated
Bruised and Battered
Winged by a lucky shot
Major Consequences (-4 ENDURANCE)
Punched Drunk
Stunned
Bleeding
Cant See
Deafened
Concussed
Flesh Wound
Sprain
Painful Burns
Severe Consequences (-6 ENDURANCE)
Broken Leg
Broken Arm
Bleeding to Death
Collapsed Lung
Third-degree burns
Extreme Consequences (-8 ENDURANCE)
Guts hanging out
Nerve Damage
Leg Off
Throat Cut
Skull Caved in
Lung punctured
Cut in half
For example, Grey Bear the Kai lord has been set upon by Drakkarim captain, after a grueling adventurer, and is reduced to just 4 ENDURANCE. He takes another sword blow, for 5 ENDURANCE - enough to finish him off permanently. He is already suffering from a major consequence (a nasty flesh wound) so elects to take a Severe consequence, ignoring all of the damage. The sword hacks into his thigh (he takes the Severed Tendon consequence), but at least he can fight one more round- hopefully enough to kill his enemy.
Each consequence reduces your rolls by -2 when appropriate (or acts as a negative Aspect if you are using those (see my post below) which stays around, until you have had a chance to heal, the duration based on the severity:
Minor sequences are removed after the player has a few minutes to recover - they last until the end of the scene.
Major consequences require a few hours of "downtime". This may involve treating wounds, sleeping in a comfortable bed, whatever is appropriate to the consequence.
Severe consequences require a week or more of down time. They tend to linger for an entire session , or are reduced to a Major consequence, at the start of a new session.
Extreme consequences put the character at the brink of death, and will require powerful magic or healing techniques. Recovery will generally take a few months, or reduced by one level at the start of a new session
Every time a player takes ENDURANCE damage, they may choose to take a Consequence instead, ignoring a certain amount of damage from the attack. You may take no more than one of each category, or more than 3 in total
Minor Consequences (- 2 ENDURANCE):
Winded
Tripped up
Momentarily Dazed
Shaken Up
Disorientated
Bruised and Battered
Winged by a lucky shot
Major Consequences (-4 ENDURANCE)
Punched Drunk
Stunned
Bleeding
Cant See
Deafened
Concussed
Flesh Wound
Sprain
Painful Burns
Severe Consequences (-6 ENDURANCE)
Broken Leg
Broken Arm
Bleeding to Death
Collapsed Lung
Third-degree burns
Extreme Consequences (-8 ENDURANCE)
Guts hanging out
Nerve Damage
Leg Off
Throat Cut
Skull Caved in
Lung punctured
Cut in half
For example, Grey Bear the Kai lord has been set upon by Drakkarim captain, after a grueling adventurer, and is reduced to just 4 ENDURANCE. He takes another sword blow, for 5 ENDURANCE - enough to finish him off permanently. He is already suffering from a major consequence (a nasty flesh wound) so elects to take a Severe consequence, ignoring all of the damage. The sword hacks into his thigh (he takes the Severed Tendon consequence), but at least he can fight one more round- hopefully enough to kill his enemy.
Each consequence reduces your rolls by -2 when appropriate (or acts as a negative Aspect if you are using those (see my post below) which stays around, until you have had a chance to heal, the duration based on the severity:
Minor sequences are removed after the player has a few minutes to recover - they last until the end of the scene.
Major consequences require a few hours of "downtime". This may involve treating wounds, sleeping in a comfortable bed, whatever is appropriate to the consequence.
Severe consequences require a week or more of down time. They tend to linger for an entire session , or are reduced to a Major consequence, at the start of a new session.
Extreme consequences put the character at the brink of death, and will require powerful magic or healing techniques. Recovery will generally take a few months, or reduced by one level at the start of a new session