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Post by savagedaddy on Nov 23, 2012 13:35:38 GMT -8
For those of you who want to go to dark places in your setting...
A successful amputation requires 3 wounds to the affected limb. Each wound inflicted is also applied to the characters normal wound level. The character preforming the amputation must make a successful Spirit roll before he begins, or suffer 1 level of Fatigue for the remainder of the process A natural 1 on the Spirit die results in being Shaken. After recovering from Shaken, he makes the roll again at a -1 penalty (each Shaken adds -1 penalty to this Spirit roll).
If the victim is conscious and restrained (Grappling SWD pg. 73), the character preforming the amputation receives +4 to Fighting and damage. If the victim is conscious or unrestrained, he either defends (+2 Parry) or Grapples. The victim must make a Vigor roll at the start of each round after the first strike (with any existing Wound penalties of course). Success means he must roll again next round. Failure means he is unconscious and Bleeding Out. Another character may stop the bleeding with a Healing roll. If successful, the patient stabilizes immediately and no further rolls are required – this stops bleeding, but does not cure wounds or prevent infection.
Once the limb is amputated, the victim must undergo Healing within the Golden Hour to live (SWD pg. 73). Live or die, the victim takes the One Leg, or One Arm Hindrance
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