Wounds and Healing
Hit Points in Casus Mus are a single pool, rather than using Hit Points per location. Hit Points are calculated by averaging CON and SIZ, round up.
Minor Wounds
Wounds that do less than half (rounded up) of a character's total Hit Points in a single event/attack are called Minor Wounds. Minor Wound damage that add up to the character's total Hit Points (taking them to zero) kill the character. Once a character has lost half their Hit Points to Minor Wound damage, every Skill is one Difficulty Grade harder.
Major Wounds
Wounds that do half or more (rounded up) of a character's total Hit Points in a single event/attack are called Major Wounds. A character who receives a Major Wound immediately:
- Must make an Endurance check or become incapacitated due to shock; each round the character can roll again to "wake up" from the shock
- Is penalized two Difficulty Grades for every Skill
- Must roll on the Major Wound Permanent Effects table below and apply the result
A character with a Major Wound must receive mundane or magical healing within their CON / 2 (round up) rounds or fall unconscious.
A character with a Major Wound must receive mundane or magical healing within one game hour or die.
Characters can use a Luck Point to downgrade a Major Wound to a Minor Wound (reducing the damage taken to one Hit Point less than what would be required to inflict a Major Wound).
Fatal Wounds
When a character is below 1 Hit Point, they are dead. Characters can spend a Luck Point to downgrade a Fatal Wound to a Major Wound (reducing damage so that the character has 1 Hit Point). The character immediately falls unconscious.
Note that it could be the first or 20th attack on a character that inflicts a Fatal Wound.
Natural Healing from Injury
Natural healing from wounds and injuries is based on the character’s Healing Rate. The Healing Rate dictates how many Hit Points are recovered depending on the injury’s nature:
• Minor Wounds: Days
• Major Wounds: Weeks or Months (Game Runner discretion)
Roo Springtail received a Minor Wound during a skirmish with some rat bandits. Roo's Healing Rate is 3, so they will naturally heal at a rate of 3 HP per day until healed.
The healing character cannot engage in strenuous activity: otherwise, the Healing Rate is reduced by 1d3. Thus, a character recovering from even a Minor Wound could find his progress halted if they decide to engage in any physical tasks that might exacerbate the injuries.
Major Wound Permanent Effects
Roll | Effect |
---|---|
1 | Lose left eye. See Major Wound-Affected Skill List 1. |
2 | Lose right eye. See Major Wound-Affected Skill List 1. |
3 | Disfiguring scar of player's choice. Lose 1d3 points CHA. Adjust Attributes accordingly. |
4 | Nose disfigured and permanently damaged. Lose 1d3 points CHA. Adjust Attributes accordingly. |
5 | Left ear partially or completely cut off and damaged. See Major Wound-Affected Skill List 2. |
6 | Right ear partially or completely cut off and damaged. See Major Wound-Affected Skill List 2. |
7 | Part of tail amputated. Lose 1d3 points DEX and CHA. Adjust Attributes accordingly. Lose tail attack. |
8 | Internal injuries. Lose 1d4+1 points CON. Permanent loss of Hit Points equal to loss of CON. |
9 | Jaw broken badly; permanent scarring and lost teeth. Lose 1d2 points CHA and CON. Permanent loss of Hit Points equal to loss of CON. Adjust Attributes accordingly. See Major Wound-Affected Skill List 3. |
10 | Incisors/main teeth broken. Lose 1D2 points CHA and CON. Permanent loss of Hit Points equal to loss of CON. Adjust Attributes accordingly. See Major Wound-Affected Skill List 3. |
11 | Left arm broken, permanently damaged. STR and DEX each reduced by 1d3. Adjust Attributes accordingly. See Major Wound-Affected Skill List 4. |
12 | Left hand cut off. Lose 3 points DEX. Adjust Attributes accordingly. See Major Wound-Affected Skill List 4. |
13 | Left leg is hamstrung; it is now useless. Lose 4 points DEX. Adjust Attributes accordingly. See Major Wound-Affected Skill List 5. |
14 | Right arm broken, permanently damaged. STR and DEX each reduced by 1d3. Adjust Attributes accordingly. See Major Wound-Affected Skill List 4. |
15 | Right hand cut off. Lose 3 points DEX. Adjust Attributes accordingly. See Major Wound-Affected Skill List 4. |
16 | Left leg broken, permanently damaged. STR and DEX each reduced by 1d4. Adjust Attributes accordingly. See Major Wound-Affected Skill List 5. |
17 | Right leg broken, permanently damaged. STR and DEX each reduced by 1d4. Adjust Attributes accordingly. See Major Wound-Affected Skill List 5. |
18 | Right leg is hamstrung; it is now useless. Lose 4 points DEX. Adjust Attributes accordingly. See Major Wound-Affected Skill List 5. |
19 | Most of tail amputated. Lose 1d6 points DEX and CHA. Adjust Attributes accordingly. Lose tail attack. See Major Wound-Affected Skill List 6. |
20 |
Major Wound-Affected Skill List 1
The following Skills are one Difficulty Grade harder:
- Combat Styles
- Disguise
- Insight
- Perception
- Track
Major Wound-Affected Skill List 2
The following Skills are one Difficulty Grade harder:
- Disguise
- Perception
Major Wound-Affected Skill List 3
The following Skills are one Difficulty Grade harder:
- Acting
- Commerce
- Disguise
- Language (Spoken)
- Musicianship
- Native Tongue (Spoken)
- Seduction
- Sing
Major Wound-Affected Skill List 4
The following Skills are one Difficulty Grade harder:
- Acrobatics
- Athletics
- Combat Styles
- Craft
- Lockpicking
- Mechanisms
- Pilot
- Ride
- Sleight
- Swim
Major Wound-Affected Skill List 5
The following Skills are one Difficulty Grade harder:
- Acrobatics
- Athletics
- Combat Styles
- Dance
- Evade
- Ride
- Swim
Major Wound-Affected Skill List 6
The following Skills are one Difficulty Grade harder:
- Acrobatics
- Athletics
- Combat Styles
- Evade
Based on Mythras Imperative, Written by Pete Nash and Lawrence Whitaker, and published by The Design Mechanism, Copyright 2023.
Material on this site not covered by other ownership or copyright statements is Copyright © 2024 Robert Prince.