Wound System

Design Decision: Pools + Structural Damage

No hit points. Instead, wounds are dynamically generated from attack inputs and produce effects across three trackable pools (Blood Loss, Pain, Stress) plus persistent structural impairments on specific body regions. Each wound is a unique narrative event with specific mechanical consequences.

Core Principle

Wounds should feel real and consequential. A bullet to the thigh is not “-15 HP.” It’s a muscle tear with moderate bleeding, sharp pain, and a limp. The VTT generates, tracks, and displays all of this. Players never do wound math — they see their character’s condition and act accordingly.


The Three Pools

These are running totals tracked by the VTT in real time. They represent your character’s overall physiological and psychological state.

1. Blood Loss

Starts at 0%. Increases over time based on active, untreated bleeding wounds. Each bleeding wound contributes a bleed rate that feeds this pool continuously.

ThresholdEffect
0-25%Functional. No mechanical penalties.
25-50%Lightheaded. Minor penalties to Focus-dependent actions (aiming, hacking).
50-70%Seriously weakened. Major penalties across all actions. Movement reduced. Risk of passing out (Endurance check when exerting).
70-90%Critical. Losing consciousness. Endurance check each round to remain awake. Cannot sprint.
90-100%Dying. Unconscious. Death without immediate intervention.

Treatment: Bandages and hemostatic agents reduce or stop bleed rates on individual wounds. Tourniquets stop limb bleeding entirely but the limb becomes unusable. Blood transfusion items (if available) directly reduce the blood loss percentage. A medbay can restore blood volume fully.

2. Pain

Starts at 0. Spikes with each wound. Slowly decays over time (adrenaline, your body adjusting) but remains elevated while wounds are untreated. Each wound adds a pain value based on type and severity.

ThresholdEffect
Below toleranceFunctional. Character is hurting but operating. Minor penalties to fine motor tasks.
At toleranceImpaired. Actions take longer (channel time costs increase), accuracy drops, movement penalized.
Above toleranceAt risk of incapacitation. Willpower check to continue acting each round.
Far above toleranceIncapacitated by pain. Cannot act until pain is managed.

Pain tolerance is stat-based — derived from Endurance and combat experience. Veterans can take more punishment before it degrades their performance. Rookies have lower thresholds.

Treatment: Pain stims and analgesics push the tolerance threshold up temporarily. Consumable, limited supply. Side effects when they wear off (crash, jitteriness, dependency with repeated use). A medic can administer stronger pain management.

3. Stress / Morale

Accumulates from combat events — not just wounds. Taking fire, seeing allies hurt, horrific sights, extended combat without rest. Decays with rest, safety, and distance from combat.

ThresholdEffect
Below thresholdAlert, focused. Normal operation.
Approaching thresholdShaken. Player can SEE the meter climbing. Minor penalties. Warning zone.
At thresholdAt breaking point. Next shock event triggers a Willpower check to avoid panic.
Above thresholdBreaking. Severe penalties. May freeze, flee, or act irrationally.
Far aboveBroken. Cannot function in combat. Must be removed from the situation.

Stress is visible and predictable. The player always sees where they are on the meter. They can choose to fall back, take cover, catch their breath. Stress is a resource they manage, not a surprise that steals agency.

Stress tolerance is primarily experience-based. Hardened veterans may have near-immunity to combat stress. Rookies break faster. Specific traits can modify this (Iron Will, etc.).

Stress sources: Taking wounds (severity matters), seeing allies wounded, seeing allies killed, being suppressed (pinned by fire), horrific sights, extended combat, isolation.

Stress reducers: Rest, safety, successful actions (killing a threat, reaching cover), ally support/encouragement, specific items (mild sedatives — with tradeoffs).


Structural Damage (One-Time Events)

Beyond the three pools, each wound can cause structural damage to the body region it hits. These are persistent impairments that last until healed.

Body Region Structures

Each body region contains anatomical structures at different depths:

DepthStructuresHit Severity Required
SurfaceSkin, superficial tissueAny hit
ShallowMuscle, tendons, minor blood vesselsLow-moderate
DeepBone, major blood vessels, nervesModerate-high
CriticalOrgans (torso), CNS (head/spine), major arteriesHigh-extreme

The wound’s severity (determined by penetration that got through armor, weapon damage type, and hit quality) determines how deep the damage goes. A grazing hit damages surface tissue. A full-penetration rifle round reaches deep structures. A railgun round reaches critical structures.

Structural Damage → Effects

When a structure is damaged, it automatically contributes to the pools AND creates persistent impairments:

Structure DamagedPool ContributionsPersistent Impairment
Skin/surface tissueMinor pain, minimal bleedNone
MuscleModerate pain, light-moderate bleedReduced function of affected limb/region
TendonSharp painSevere impairment to affected limb
Minor blood vesselModerate bleedNone (bleed is the issue)
Bone (fracture)Severe pain, stressLimb partially usable but movement restricted
Bone (break)Extreme pain, high stressLimb immobilized
Major blood vesselHeavy-arterial bleed, shockRapid blood loss — minutes to treat
NerveSharp pain then numbnessLoss of sensation/control in affected area
Organ (non-vital)High pain, internal bleed, stressDebuffs until surgical treatment
Organ (vital — heart, brain)Catastrophic bleed, extreme painNear-instant incapacitation, death without extraordinary intervention
EyeHigh pain, stressPartial/full blindness
EarModerate painHearing impairment

Limb Loss / Traumatic Amputation

At extreme severity (catastrophic weapons like railguns, explosions at close range), a hit can cause traumatic amputation:

  • Immediate massive blood loss (arterial bleed + volume)
  • Extreme pain spike
  • Extreme stress spike
  • Permanent loss of limb function until augmentation/prosthetic
  • Can be stabilized with tourniquet + trauma care, but the limb is gone

Wound Generation Pipeline

When a hit penetrates armor (from the Attack Resolution system):

Inputs

  • Damage type: Kinetic, thermal, plasma, electrical, chemical, explosive
  • Remaining penetration: How much energy got through armor
  • Body region: Which silhouette zone was hit
  • Hit quality: Grazing, solid, critical (from how centered the cone sample was)
  • Environmental conditions: Atmosphere, pressure, suit integrity

Processing

  1. Determine severity from remaining penetration + hit quality → maps to a depth (surface → critical)
  2. Check structures at that depth in the hit region
  3. Generate structural damage based on damage type (kinetic → impact/fracture, thermal → burn, etc.)
  4. Compute pool contributions: Each damaged structure adds to Blood Loss rate, Pain value, and Stress value
  5. Generate impairments: Persistent effects from structural damage
  6. Check environmental secondaries: Suit breach? → chemical/vacuum/thermal exposure as additional damage event
  7. Output: Narrative wound description + pool updates + impairment list + healing requirements

Output Example

Input: 7.62mm kinetic round, moderate penetration (armor partially stopped), left thigh, solid hit.

Generated wound: “7.62mm GSW, left thigh — deep muscle damage, minor femoral vein involvement”

Pool contributions:

  • Blood Loss rate: +Moderate (active bleed from vascular damage)
  • Pain: +35 (deep tissue + vascular, sharp)
  • Stress: +10 (wound shock)

Persistent impairments:

  • Left leg: Limping (movement speed reduced ~40%, cannot sprint)

Treatment needed:

  • Field: Hemostatic agent + pressure bandage to stop bleed. Pain stim for function.
  • Medbay: Vascular repair + tissue regen. Full recovery in days.

Input: Railgun round, full penetration (armor failed), center chest, critical hit.

Generated wound: “Railgun penetration, center chest — catastrophic thoracic trauma, heart perforated, bilateral lung collapse”

Pool contributions:

  • Blood Loss rate: +Catastrophic (heart perforated, massive internal hemorrhage)
  • Pain: +100 (system shock, beyond pain threshold for almost anyone)
  • Stress: +50 (mortal wound)

Persistent impairments:

  • Incapacitated (unconscious within 1 round)
  • Fatal without extraordinary intervention within 1-2 rounds

Damage Types

Different weapons produce different damage profiles:

Damage TypePrimary EffectsSecondary Effects
Kinetic (ballistic, railgun)Tissue penetration, bone fracture, organ damageFragmentation (if round breaks up)
Thermal (fire, plasma)Burns (surface to deep), tissue charringPain spike, potential cauterization (may reduce bleed)
ElectricalElectrical burns, nerve disruption, cardiac riskMuscle spasm, temporary paralysis
ChemicalChemical burns, systemic poisoningOngoing damage if not decontaminated
ExplosiveFragmentation + concussive force, amputation riskWide area of structural damage, hearing damage

Environmental Secondaries

When a wound breaches protective equipment in a hostile environment:

EnvironmentSecondary Effect
Chemical atmosphereChemical burns on exposed wound, potential systemic poisoning
VacuumDecompression injury, rapid heat loss, suffocation risk
Extreme coldFrostbite on exposed tissue, hypothermia acceleration
Extreme heatThermal burns on exposed tissue
RadiationRadiation exposure through breach

Treatment Items (Examples)

ItemEffectNotes
Bandage/dressingReduces bleed rate on a woundBasic, common
Hemostatic agentStops bleed on a wound rapidlyFaster than bandage, limited supply
TourniquetStops all bleed from a limbLimb becomes unusable, time-limited before permanent damage
Pain stimRaises pain tolerance temporarilySide effects when it wears off. Diminishing returns on repeated use
Blood transfusion packDirectly reduces blood loss %Heavy, bulky, valuable
Combat surgery toolsCan address deep structural damage in fieldRequires Medicine skill, takes significant time
Bone stabilizerImmobilizes fracture, reduces pain from movementDoesn’t heal — prevents worsening
Burn gelTreats thermal/chemical burns, reduces ongoing painSpecific to burn wounds
Decontamination kitClears chemical exposurePrevents ongoing chemical damage

Interaction with Other Systems

  • Attack Resolution: Provides hit region, penetration, damage type, and hit quality. Wound system takes these inputs.
  • Action Economy: Wounds degrade action economy — pain increases channel time costs, physical impairments restrict what actions are available, blood loss limits exertion.
  • Initiative: Turn order is NOT affected by wounds (design decision). Wounds affect what you can do, not when you act.
  • Reactions: Wounds may reduce reaction budget (if wounded character is impaired/slowed).
  • Medical skills and items: Treating wounds consumes action economy (Hands + Focus for medical tasks). Skilled medics do it faster and better (proficiency compresses time, may not need Focus).

Open Design Questions (The Remaining ~20%)

  • Exact pool thresholds and values — what numbers produce the right feel?
  • Bleed rates per wound severity — how fast does blood loss accumulate?
  • Pain values per wound type — how quickly does pain stack?
  • Pain decay rate — how fast does adrenaline/adjustment reduce pain?
  • Structure definitions per body region — complete anatomical mapping for the wound generator
  • Severity-to-depth mapping — exactly how much penetration reaches each structural depth?
  • Damage type interactions — does plasma cauterize (reducing bleed but increasing burn)? Does explosive damage automatically involve concussion?
  • Multiple wound compounding — do overlapping wounds to the same region worsen each other?
  • Healing timelines — how long does each wound type take to heal at each treatment tier?
  • Treatment skill checks — does medical treatment require a check, or is it automatic with the right supplies?
  • Limb damage tracking — do limbs have their own “structural integrity” that degrades with multiple hits?
  • Unconsciousness mechanics — what happens when you’re knocked out? Can allies revive you?