Extended Damage System

Introduction

Mercatia's Extended Damage System (Or EDS) is an alternative combat system which is essentially a highly complex version of the original combat rules. Players will still roll attacks in the usual way, but behind the scenes, the EDS code will be work through a series of calculations to determine the damage caused and the side effects invoked as a result of the attack.

The purpose of the EDS system is to disambiguate combat scenarios by adding realism and depth to previously abstract values such as hitpoint loss and armor class. The EDS will take a number of factors into consideration which are usually ignored for the sake of speed and simplicity. This is not necessary when the game itself chews out the details for players. Factors such as weapon type, weapon material, armor type, armor material, damage type invoked, point of impact, anatomical makeup are compared against one another in order to produce a resulting injury. As mentioned previously, the player will have nothing to do with hashing through all this, aside from having the correct armor and weapon wielded and providing a hit and damage roll. The player may also provide an intended anatomical point for his or her attack, but this is optional.

If this all sounds confusing to you, see EDS Example for further clarification.

Weapon Size vs. Creature Size

WEAPON SIZE VS CREATURE SIZE

A tiny weapon can damage 1 body part per hit on a medium creature.
a small weapon can damage 2 body parts per hit on a medium creature.
a medium weapon can damage 3 body parts per hit on a medium creature.
a large weapon can damage 4 body parts per hit on a medium creature.
a huge weapon can damage 5 body parts per hit on a medium creature.

A tiny weapon can damage 0 body part per hit on a large creature.
a small weapon can damage 1 body parts per hit on a large creature.
a medium weapon can damage 2 body parts per hit on a large creature.
a large weapon can damage 3 body parts per hit on a large creature.
a huge weapon can damage 4 body parts per hit on a large creature.

for notation, tiny will be S1 and huge will be S5. The scale will continue in this fashion.

Creature sizes will be notated in the same fashion, but the notation will be 'M1, M2, M3'.. etc.

If no S or M type notation is present, assume medium size for both the weapon and the creature.

The scale goes on from there, with the same differental.

There are 9 damage types:

electricity

- Electrical damage shares similarities with fire damage in that it burns targets. different in that most of its damage occurs in the extremities of a creature, with the exception of interfering with vital functions of the heart and brain.

Special Rules:

Any attack that accompanies electrical damage has a greatly reduced chance of bleeding. Piercing attacks with electricity count as one wound severity higher.
Electricity does one higher wound severity against wet, liquid or metallic creatures.
These conditions don't stack.
Creatures that are immune to fire damage take wounds of one lower severity against electricity damage.

Wound Chart:

Wound Severity Roll Save Type DC Status Effect Injury Type debilitation penalty
Light Wound 1-25 Fort 10 dazzled Painful burn wounds and nerve damage. -2 morale penalty
Moderate Wound 26-50 Fort 15 confused Partially missing fingers, toes, nose, eyes, ears, etc, moderate nerve damage. -4
Serious Wound 51-75 Fort 20 dazed Useless or missing hands, feet, jaw, skull, serious nerve damage. -8 morale penalty
Critical Wound 76-00 Fort 25 Helpless Limbs have exploded violently from electrical shock. -16 morale penalty

cold,

Cold damage slows down and saps the energy from creatures, and will cause almost certain loss of limb and life without expert care.

Special Rules:
- Ghosts and other similar noncorporeal creatures take wounds of reduced severity against cold damage.
- Bludgeoning attacks count as one wound severity higher for cold attacks.
- Wet, Liquid or metal creatures take a wound severity of one greater.
- These conditions don't stack.

Wound Severity Roll Save Type DC Effect Injury Type Penalty
Light Wound 1-25 Fort 10 fatigued Painful frostbite and hypothermia. -2 morale penalty
Moderate Wound 26-50 Fort 15 entangled Frozen or shattered extremities such as fingers, toes, nose, eyes or ears, advanced hypothermia. -4
Serious Wound 51-75 Fort 20 exhausted Frozen or shattered hands, feet, jaw, skull, in hyperthermic shock. -8 morale penalty
Critical Wound 76-00 Fort 25 Petrified Limbs have cracked off or are frozen solid. -16 morale penalty

fire

Incorporeal, undead, aquatic and aberration-type creatures take a wound severity one greater than normal.
Metal, liquid or wet creatures take reduced severity wounds against fire damage unless otherwise specified.
Slashing attacks count as one severity higher for fire damage.
These conditions don't stack.
Creatures who are on fire take damage per turn until they are able to put themselves out.
Wound Severity % Save Type DC Effect Injury Type Penalty
Superficial Wound 0 Fort 5 Distracted Discomfort and sensitivity. -1 morale penalty
Light Wound 1-25 Fort 10 Shaken Painful burns and hyperthermia. -2 morale penalty
Moderate Wound 26-50 Fort 15 Frightened Burned or charred extremities such as fingers, toes, nose, eyes or ears, advanced hyperthermia. -4
Serious Wound 51-75 Fort 20 Panicked Charred or incinerated hands, feet, jaw, skull, in hyperthermic shock. -8 morale penalty
Critical Wound 76-00 Fort 25 Helpless Limbs have burnt away or are completely charred. -16 morale penalty

Excitation (positive energy)

- aberrations and negatively aligned creatures (demons, devils, undead, etc.) take a wound severity one greater than normal.
- Positively aligned creatures take reduced severity wounds against excitation.
- Slashing and piercing attacks count as one severity higher for excitation damage.
- These conditions don't stack.

Wound Severity Roll Save Type DC Effect Injury Type Penalty
Superficial Wound 0 Fort 5 Distracted An distracting buzzing sensation -1 morale penalty
Light Wound 1-25 Fort 10 Flat-Footed Elative burns and mild euphoria. -2 morale penalty
Moderate Wound 26-50 Fort 15 Fascinated Sublimated extremities such as fingers, toes, nose, eyes or ears, euphoria. -4
Serious Wound 51-75 Fort 20 Staggered Eradicated hands, feet, jaw, skull, disassociation from reality -8 morale penalty
Critical Wound 76-00 Fort 25 Stunned Limbs have evaporated or are completely charred. -16 morale penalty

Ennervation (negative energy)

- Positively aligned creatures and beings of energy take a wound severity one greater than normal.
- Negatively aligned creatures take reduced severity wounds against ennervation.
- bludgeoning and piercing attacks count as one severity higher for ennervation damage.
- All enervation attacks also cause the status 'Energy Drain' at a spellcaster level equal to the BAB of the weilder.
- These conditions don't stack.

Wound Severity Roll Save Type DC Effect Injury Type Penalty

Light Wound || 1-25 || Fort || 10 || Shaken || Numbless and weakness || -2 morale penalty ||
Moderate Wound || 26-50 || Fort || 15 || Entangled || Dead and wood-like extremities such as fingers, toes, nose, eyes or ears, feelings of dread. || -4 ||
Serious Wound || 51-75 || Fort || 20 || Exhausted || Useless and mummified hands, feet, jaw, skull, sense of impending doom || -8 morale penalty ||
Critical Wound ||76-00 || Fort || 25 || Unconscious || Decayed, useless limbs or extremities, death-like torpor || -16 morale penalty ||

acid

- Metal and boney creatures take increased severity wounds against acid damage.
- Oozes and liquid creatures take decreased severity wounds against acid.
Slashing attacks count as one severity higher for acid damage.
- The target creature must save vs DC10+wielder BAB or take 1d6 constitution damage, followed by an additional 1 damage per round until the save is made. Creatures within 5' of a creature who is currently being damaged by acid must make a DC10+wielder BAB fort check or take 1 constitution damage per round due to the caustic fumes.
- These conditions don't stack.

Wound Severity Roll Save Type DC Effect Injury Type Penalty

Light Wound || 1-25 || Fort || 10 || Shaken || Painful blisters and skin loss || -2 morale penalty ||
Moderate Wound || 26-50 || Fort || 15 || Frightened || Melted extremities such as fingers, toes, nose, eyes or ears. || -4 ||
Serious Wound || 51-75 || Fort || 20 || Panicked || Charred or incinerated hands, feet, jaw, skull, in hyperthermic shock. || -8 morale penalty ||
Critical Wound ||76-00 || Fort || 25 || Helpless || Limbs have burnt away or are completely charred. || -16 morale penalty ||

force

- Force damage is the damage caused by any arcane spell or explosion. Oozes, flesh golems, and other 'soft' targets are take one wound tier higher usual.
- Bludgeoning weapons count as one severity higher for force wound damage.
- These effects do not stack.
- Force damage can be used to gain a damage bonus equal to the hardness of an object

Wound Severity % Save Type DC Effect Injury Type Penalty

Light Wound || 1-25 || Fort || 10 || Flat-Footed || Painful bruises and aching bones || -2 morale penalty ||
Moderate Wound || 26-50 || Fort || 15 || Staggered || Broken extremities fingers, toes, nose, eyes or ears. || -4 ||
Serious Wound || 51-75 || Fort || 20 || Knocked Down || Smashed and useless hands, feet, jaw, skull. || -8 morale penalty ||
Critical Wound ||76-00 || Fort || 25 || Helpless || Crushed and mangled limbs or organs. || -16 morale penalty ||

bludgeoning

- Bludgeoning damage is caused by smashing stuff with other big stuff. It's one of three base damage types for weaponry.
- Bludgeoning is pretty much identical to Force damage for the purpose of both effects and injury types.
- Skeletal creatures and creatures with boney exteriors take higher wound severity than normal. So do oozes.

Wound Severity Roll Save Type DC Effect Injury Type Penalty

Light Wound || 1-25 || Fort || 10 || Flat-Footed || Painful bruises and aching bones || -2 morale penalty ||
Moderate Wound || 26-50 || Fort || 15 || Staggered || Broken extremities fingers, toes, nose, eyes or ears. || -4 ||
Serious Wound || 51-75 || Fort || 20 || Knocked Down || Smashed and useless hands, feet, jaw, skull. || -8 morale penalty ||
Critical Wound ||76-00 || Fort || 25 || Helpless || Crushed and mangled limbs or organs. || -16 morale penalty ||

piercing

- Piercing damage is caused by stabbing weapons or sharp, pointy objects. It's one of three base damage types for weaponry.
- Bony creatures, oozes and undead creatures take one lower wound severity than normal.
- Piercing damage causes bleeding which cannot be addressed with a heal check. This damage accumulates with each successful attack.
-

Wound Severity Roll Save Type DC Effect Injury Type Penalty

Light Wound || 1-25 || Fort || 10 || Entangled || An unpleasant wound through an arm, leg, etc. || -2 morale penalty ||
Moderate Wound || 26-50 || Fort || 15 || Grappling || A moderate wound through the cheek, hands, abdomen, or other painful area. || -4 ||
Serious Wound || 51-75 || Fort || 20 || Nauseated || A deep wound in the gut, neck, skull, elbow, knee, or other critical area. || -8 morale penalty ||
Critical Wound ||76-00 || Fort || 25 || Helpless || A penetrating wound into a vital organ such as the brain, heart, bowels, eye, or other area. || -16 morale penalty ||

DICE LOCATION AFFECTED BY PENALTY

piercing,
slashing and
avulsing

For most attacks, piercing and slashing cover everything.

Head:

Temporal artery

Bludgeoning

1||left foot
2||left ankle
3||left shin
3||left shin
3||left shin
3||left shin
3||left shin
4||left knee
5||left thigh
5||left thigh
5||left thigh
5||left thigh
5||left thigh
6||left hip
7||right foot
8||right ankle
9||right shin
9||right shin
9||right shin
9||right shin
9||right shin
10||right knee
11||right thigh
11||right thigh
11||right thigh
11||right thigh
11||right thigh
12||right hip
13||left hand
14||left forearm
14||left forearm
14||left forearm
14||left forearm
14||left forearm
15||left elbow
16||left upper arm
16||left upper arm
16||left upper arm
16||left upper arm
16||left upper arm
17||left shoulder
18||right hand
11||right thigh
19||right forearm
19||right forearm
19||right forearm
19||right forearm
19||right forearm
20||right elbow
21||right upper arm
21||right upper arm
21||right upper arm
21||right upper arm
21||right upper arm
22||right shoulder

23||groin muscles||pelvis||rectum||rectum
24||groin muscles||pelvis||bowel||bowel
25||groin muscles||pelvis||bladder||bladder
26||gonads||pelvis||bladder||bladder
27||lower abdomen||iliac spine||large intestine||small intestine
16||lower abdomen||iliac spine||small intestine||large intestine
17||lower abdomen||abdominal wall||large intestine||bladder
18||lower abdomen||abdominal wall||small intestine||bowel
19||thorax left||ribcage||large intestine||left kidney
20||thorax left||ribcage||left lung||heart
21||thorax left||ribcage||stomach||large intestine
22||thorax left||ribcage||abdominal wall||liver
23||thorax right||ribcage||abdominal wall||right kidney
24||thorax right||ribcage||right lung||heart
25||thorax right||ribcage||liver||large intestine
26||thorax right||ribcage||abdominal wall||gall bladder
27||thorax center||abdominal wall||liver||kidneys
28||thorax center||abdominal wall||stomach||liver
29||thorax center||ribcage||heart||spine||
90||mouth||skull||brain||cortex ||
91||temporal artery right||skull||brain||cortex||
92||temporal artery right||skull||brain||cortex||
93||temporal artery left||skull||brain||cortex||
94||temporal artery left||skull||brain||cortex||
95||Left eye||skull||brain||cortex||
96||Left eye||skull||brain||cortex||
97||Neck muscles||jugular vein||cervical spine||Spinal Cord||
98||trachea||carotid artery||cervical spine||Spinal Cord||
99||left ear complex||skull||brain||cortex
100||right complex||skull||brain||cortex

The Temporal artery is relatively exposed, lying just under a layer of hair, skin and thin musculature against the shallow crater of the 'temple', just in front and above the ear and to the rear and side of the eye.

Head:

Most of the locations on the head are vulnerable to Bludgeoning, Elemental and Energistic damage types, with the eyes being particularly vulnerable to piercing damage as well. All points of the head bleed twice as much when wounded as other body locations due to the disproportionately high blood flow to the brain. Bludgeoning damage to any area of the head has a chance to bypass the protective qualities of the skull and cause damage to the brain derectly, often resulting in an altered state effect such as a victim being dazed or unconscious.

Exterior points: Eyes*, Cervical Spine, Ears, Mouth, Nose, Jaw, Temporal arteries*.
Medial points: Skull
Interior points: Brain*

Eyes:

Nose

A hit to the nose functions as though it were a hit to the head, but with the additional chance of causing damage to the nose. Mild hits to the nose cause welling in the eyes and pain, moderate hits to the nose cause bleeding, pain and fairly serious difficulty seeing, and severe hits to the nose may result in the bones of the nose penetrating the soft tissue of the face and slamming through the brain.

Neck:
The neck is reasonably resilient to Bludgeoning attacks and Elemental attacks due to the thick musculature employed to keep it upright. The exception to this is the Trachea, and to a lesser extent the lower Cervical spine which is connected to the brain directly. Piercing and Slashing attacks are particularly effective to the neck area, for it contains a generous host of veins, arteries and hose-like connectors that run between the Upper Torso and the Head.

Exterior points: Musculature
Medial points: Jugular*, Carotid*, Cervical Spine.
Interior points: Trachea*

Upper Arm:

As is the case with limb-like structures, the Upper Arm is is particularly vulnerable to slashing attacks. Piercing, Bludgeoning and Elemental attacks to limbs are rarely fatal as they are to the vital-organ packed Upper and Lower Torso, or Head, but they can still render a limb useless and cause serious injuries that may lead to bleed outs or system shock.

Upper Arm:
Shoulder joint - Bone - Brachial and Axillary artery -> elbow joint - muscles and tendons -

Lower Arm:
bones - radia and ulna artery - muscles and tendons - hand

Upper Torso:
Heart
Aortal and Subclavian artery
Ribcage
Lungs
Stomach
Pancreas
Thoracic Spine
Muscles
Tendons

Lower Torso:
Lumbar Spine
Spleen
Iliac artery
Liver
Intestinal Tract
Bowels
Pelvis
Muscles
Tendons

Upper Leg:
Bone (Femur)
Femural Artery
Knee
Tendons
Muscles

Lower Leg:
Tendons
Fibular Artery

Muscles
Ankle
Foot
damage:

Mild Bludgeoning: Creatures with mild bludgeoning injuries to the foot are unable to run. A creature with a Mild Bludgeoning of the foot has his speed reduced by 5.

Moderate Bludgeoning: Creatures with moderate bludgeoning injuries to the foot are unable to run or charge. A creature with Moderate bludgeoning of the foot has his speed reduced by 10.

The creature's foot is completely flattened by the blow,

Severe Bludgeoning: Creatures with severe bludgeoning injuries to the foot are unable to run or charge. They also lose dexterity bonuses to armor class, if any. A creature with Severe bludgeoning of the foot has his speed reduced by 15.

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