TEXT: Action Points 
   
  Improve a d20 Roll 
  You can spend an action point to improve a single d20 roll used to make an attack roll, a defense roll, a skill check, an 
  ability check, or a saving throw. 
   
  Make a Heroic Strike 
  This action no longer exists. 
   
  Improved Your Defense 
  This action no longer exists. 
   
  Confirm a Critical Hit 
  You must spend an action point to turn an attack into a critical hit. 
   
  When you make an attack roll and get a natural 20, you have scored a threat: a potential critical hit (or “crit”).  If the attack 
  roll would normally hit, you may spend an action point to score a critical hit.  Any attack roll that wouldn’t ordinarily result in 
  a hit is not a threat. 
   
  A critical hit means that you apply the weapon’s damage to the target’s vitality and wound points. 
   
  Healing After Combat 
  Immediately after combat, you can spend an action point to regain a number of vitality points equal to the amount rolled 
  on the die.  You must rest for 1 minute in order to regain vitality points. 
   
  Adrenaline Rush 
  You may spend an action point to ignore the Strength and Dexterity penalties caused by wound point damage.  This 
  bonus lasts until the start of your next turn. 
   
  Replenishing Action Points 
  Because of the larger number of d20 rolls required and the lethality of this ruleset, a character’s action points should be 
  replenished, at the very least, each time a character gains a new level.  It is recommended, however, that action points be 
  replenished at the end of a story arc or chapter in the campaign or even at the beginning of each game session. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1
  
  Classes 
   
  Base Defense Bonuses 
   
  Change the class defense bonus as follows: 
   
   
  Strong 
  Fast 
  Tough 
  Smart 
  Dedicated 
  Charismatic 
   
  Dodge 
  Parry 
  Dodge 
  Parry 
  Dodge
  Parry
  Dodge
  Parry
  Dodge 
  Parry 
  Dodge
  Parry
  1 
  +0 
  +3 
  +3 
  +1 
  +1 
  +1 
  +0 
  +0 
  +1 
  +1 
  +0 
  +0 
  2 
  +1 
  +4 
  +4 
  +2 
  +2 
  +2 
  +1 
  +1 
  +2 
  +2 
  +1 
  +1 
  3 
  +1 
  +4 
  +4 
  +2 
  +2 
  +2 
  +1 
  +1 
  +2 
  +2 
  +1 
  +1 
  4 
  +1 
  +5 
  +5 
  +2 
  +2 
  +2 
  +1 
  +1 
  +2 
  +2 
  +1 
  +1 
  5 
  +2 
  +5 
  +5 
  +3 
  +3 
  +3 
  +2 
  +2 
  +3 
  +3 
  +2 
  +2 
  6 
  +2 
  +6 
  +6 
  +3 
  +3 
  +3 
  +2 
  +2 
  +3 
  +3 
  +2 
  +2 
  7 
  +2 
  +6 
  +6 
  +4 
  +4 
  +4 
  +2 
  +2 
  +4 
  +4 
  +2 
  +2 
  8 
  +3 
  +7 
  +7 
  +4 
  +4 
  +4 
  +3 
  +3 
  +4 
  +4 
  +3 
  +3 
  9 
  +3 
  +7 
  +7 
  +4 
  +4 
  +4 
  +3 
  +3 
  +4 
  +4 
  +3 
  +3 
  10 
  +3 
  +8 
  +8 
  +5 
  +5 
  +5 
  +3 
  +3 
  +5 
  +5 
  +3 
  +3 
  11 
  +4 
  +8 
  +8 
  +5 
  +5 
  +5 
  +4 
  +4 
  +5 
  +5 
  +4 
  +4 
  12 
  +4 
  +9 
  +9 
  +6 
  +6 
  +6 
  +4 
  +4 
  +6 
  +6 
  +4 
  +4 
  13 
  +4 
  +9 
  +9 
  +6 
  +6 
  +6 
  +4 
  +4 
  +6 
  +6 
  +4 
  +4 
  14 
  +5 
  +10 
  +10 
  +6 
  +6 
  +6 
  +5 
  +5 
  +6 
  +6 
  +5 
  +5 
  15 
  +5 
  +10 
  +10 
  +7 
  +7 
  +7 
  +5 
  +5 
  +7 
  +7 
  +5 
  +5 
  16 
  +5 
  +11 
  +11 
  +7 
  +7 
  +7 
  +5 
  +5 
  +7 
  +7 
  +5 
  +5 
  17 
  +6 
  +11 
  +11 
  +8 
  +8 
  +8 
  +6 
  +6 
  +8 
  +8 
  +6 
  +6 
  18 
  +6 
  +12 
  +12 
  +8 
  +8 
  +8 
  +6 
  +6 
  +8 
  +8 
  +6 
  +6 
  19 
  +6 
  +12 
  +12 
  +8 
  +8 
  +8 
  +6 
  +6 
  +8 
  +8 
  +6 
  +6 
  20 
  +7 
  +13 
  +13 
  +9 
  +9 
  +9 
  +7 
  +7 
  +9 
  +9 
  +7 
  +7 
   
  Skills 
   
  Heal (Wis) 
   
  Check:  The DC and effect depend on the task you attempt. 
   
  Task 
  Heal DC 
  Identify wound damage 
  10 
  Long-term care 
  15 
  Restore vitality points 
  15 
  Restore wound points 
  20 
  Stabilize a dying character 
  15 
  Surgery 
  20 or more 
  Treat daze 
  10 
  Treat disease 
  Poison's save DC 
  Treat poison 
  Disease's save DC 
  Treat stun 
  15 
   
  Identify Wound Damage (DC 10):  With a free action, you can identify whether a character has taken wound damage 
  with a DC 10 Heal check.  This use of the skill can be attempted once per round. 
   
  Long-Term Care (DC 15):  The successful application of this task allows a patient to recover wound points and ability 
  points lost to temporary damage at twice the normal rate (2 wound points or 2 ability points restored per day instead of the 
  normal 1 per day).  A new check is made each day.  On a failed check, recovery occurs at the normal rate for that day of 
  rest and care. 
   
   
  2
  
  A character can tend up to as many patients as she has ransk in the skill.  The character needs to devote at least a half 
  an hour each day to each patient the character is caring for.  Giving long-term care counts as light activity for the healer.  
  You cannot give long-term care to yourself. 
   
  Restore Vitality Points (DC 15):  With a healer’s kit, a character can attempt to restore lost vitality points as a full-round 
  action.  A successful check restores a number of vitality points equal the number of ranks you possess in the skill.  The 
  number restored can never exceed the character’s full, normal total.  This application of the skill can be used successfully 
  on a character only once per day and you may attempt it on yourself.  You may not attempt to restore vitality points on a 
  character that currently has less than 1 wound point. 
   
  Restore Wound Points (DC 20):  With a healer’s kit, a character can attempt to restore lost wound points as a full-round 
  action.  A successful check restores 1d2 wound points.  The number restored can never exceed the character’s full, 
  normal total.  This application of the skill can be used successfully on a character only once per day and you may attempt 
  it on yourself.  You may not attempt to restore wound points on a dying character; they must be stabilized first. 
   
  Stabilize a Dying Character (DC 15):  With a healer’s kit, you can stabilize a dying character as a standard action.  If a 
  character has negative wound points and is losing wound points (at the rate of 1 per round, 1 per hour, or 1 per day), you 
  make him or her stable.  A stable character regions no wound points but stops losing them. 
   
  Treat Daze (DC 10):  With a healer’s kit, a character can attempt to remove the dazed condition from another character 
  with a standard action.  You cannot treat yourself with this usage of the skill. 
   
  Treat Disease (Disease’s save DC):  A character can tend to a character infected with a treatable disease.  Every time 
  the diseased character makes a saving throw against disease effects (after the initial contamination), the healer first 
  makes a Heal check to help the diseased character fend off secondary damage.  This activity takes 10 minutes.  If the 
  healer’s check succeeds, she provides a bonus on the diseased character’s saving throw equal to her ranks in this skill. 
   
  Treat Poison (Poison’s save DC):  A character can tend to a poisoned character.  Before a poisoned character makes a 
  saving throw against a poison’s secondary effects, the healer first makes a Heal check as a standard action.  If the 
  healer’s check succeeds, she provides a bonus on the poisoned character’s saving throw equal to her ranks in this skill. 
   
  Treat Stun (DC 15):  With a healer’s kit, a character can attempt to remove the stunned condition from another character 
  with a standard action.  You cannot treat yourself with this usage of the skill. 
   
  Surgery (DC 20+):  With a surgery kit, a character can perform surgery.  This application of the skill can be attempted 
  with the Surgery feat. 
   
  Surgery requires 1d4 hours.  If the patient is at negative wound points, add an additional hour for every point below 0 the 
  patient has fallen and increase the DC by +1 for every negative wound point. 
   
  Surgery restores 1d2 wound points for every character level of the patient (up to the patient’s full normal total of wound 
  points) with a successful skill check. 
   
  Surgery can only be used successfully on a character once in a 24-hour period. 
   
  A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon 
  achieves.  The period of fatigue can never be reduced below 6 hours in this fashion (except through a critical success, 
  see below). 
   
  Try Again:  Yes for identifying wound damage, restoring vitality and wound points, treating a dazed or stunned character, 
  stabilizing dying characters, and surgery.  No for long-term care or treating a diseased or poisoned character. 
   
  Special:  The Surgery feat gives a character the extra training she needs to use the Heal skill to help a wounded 
  character by means of an operation. 
   
  A character can take 10 when making a Heal check .  A character can take 20 only when restoring vitality or wound points 
  or attempting to treat a dazed or stunned character. 
   
  Most uses of the Heal skill require a healer’s kit.  Surgery requires a surgery kit.  If the character does not have the 
  appropriate kit, she takes a -4 penalty on the check.  The GM may impose additional penalties on surgery checks if the 
  surgery is being performed under difficult or unsanitory conditions. 
   
  3
  
  A character can use the Heal skill on herself only to restore vitality or wound points or to treat disease or poison.  The 
  character takes a -5 penalty on the check any time she treats herself. 
   
  Action:  Identifying whether a character has taken wound damage is a free action.  Stabilizing a dying character or 
  treating a dazed, poisoned, or stunned character is a standard action.  Restoring vitality or wound points is a full-round 
  action.  Treating a diseased character takes 10 minutes of work.  Performing surgery can require an hour or more.  
  Providing long-term care requires 8 hours of light activity. 
   
  Special:  A healer’s kit gives you a +2 circumstance bonus on Heal checks. 
   
  Critical Failure:  If you are trying to stabilize a dying character, restore vitality or wound points, revive a character, or 
  providing long-term care, the character does not stabilize, gain any wound points, or revive, and in addition, loses 1 vitality 
  or wound point.  If you are assisting a save vs. poison or disease, the patient’s saving throw automatically fails.  If you are 
  attempting surgery, the patient immediately drops to -1 wound points (unless his previous total was already lower) and 
  begins dying. 
   
  Critical Success:  If you are trying to stabilize a dying character, the character is stabilized and gain wound points as if 
  you had also attempted to restore wound points.  If you are trying to restore vitality or wound points or provide long-term 
  care, the patient regains twice as many points than normal.  If you are assisting a patient with a save vs. poison or 
  disease, the saving throw automatically succeeds.  If you are attempting surgery, the surgery is successful and the patient 
  either recovers twice as many wound points or the patient’s recovery time is halved (your choice). 
   
  Feats 
   
  Diehard (General) 
  Change all references of “hit points” to “wound points”. 
   
  Dodge (General) 
  [Fast, Smart, Charismatic] 
  You are adept at dodging attacks. 
  Prerequisite:  Dexterity 13, base dodge bonus +1. 
   
  Benefit:  You gain a +1 dodge bonus to your Dodge Defense. 
   
  Parry (General) 
  [Strong, Tough, Dedicated] 
  You are adept at parrying attacks. 
  Prerequisite:  Strength 13, base dodge bonus +1. 
   
  Benefit:  You gain a +1 parry bonus to your Parry Defense. 
   
  Reflexive Parry (General) 
  [Fast, Dedicated] 
  Though you may not have time to dodge a surprise attack, you will at least have a chance to bring up your weapon or 
  shield in a desperate, instinctive parry. 
  Prerequisite:  Dexterity 15, Combat Reflexes, Parry, base parry bonus +8. 
   
  Benefit:  Once per round, you can still parry if you are caught flat-footed or attacked by an invisible opponent.  You are 
  still not able to parry if you are grappled or helpless, however. 
   
  Toughness (General) 
  [Tough] 
  You are tougher than normal. 
  Benefit:  You gain +3 wound points. 
   
  Special:  A character may take this feat multiple times. 
   
   
  4
  
  Talents 
   
  Defensive Talent Tree 
   
  Uncanny Dodge 
  When caught unaware in a surprise round, the hero retains her Dexterity bonus to AC but any damage taken in the 
  surprise round is still applied to her wound points as well as her vitality points and does not negate damage from a sneak 
  attack. 
   
  Defensive Roll 
  Change the third line to read: “…reduced to 0 wound points or less…” 
   
  Healing Talent Tree 
   
  Healing Touch 
  [Dedicated] 
  Prerequisite:  Healing Knack. 
   
  The Dedicated hero’s ability to restore vitality points with a healer’s kit increases by +2 points or by +1 when attempting to 
  restore wound points or perform surgery. 
   
  You may select this talent multiple times and its effects stack.  Each time you select this talent, the amount of damage you 
  restore increases by +2 vitality points or +1 wound points depending on the task attempted. 
   
  Minor Medical Miracle 
  Change all references of “hit points” to “wound points”. 
   
  Major Medical Miracle 
  Change all references of “hit points” to “wound points”. 
   
  Protective Talent Tree 
   
  Protective Bonus 
  Change “AC” to “Base Defense bonus”. 
   
  Rage Talent Tree 
   
  Rage 
  Change “AC” to “Base Defense bonus”. 
   
  Change the second sentence to read: “The increase in Constitution increases the hero’s vitality points by 2 points per 
  level and wound points by 4, but these vitality and wound points go away at the end of the rage when his Constitution 
  score drops back to normal.” 
   
  Strategy Talent Tree 
   
  Sneak Attack 
  Change the second line to read: “The hero’s attack deals and extra +1d6 damage whenever she catches an opponent 
  unaware in a surprise round.” 
   
  Trapfinding Talent Tree 
   
  Trap Sense 
  Change “AC” to “Dodge Defense bonus”. 
   
   
   
  5
  
   
  Unbreakable Talent Tree 
   
  Remain Conscious 
  Change “hit points” to “wound points”. 
   
  Robust 
  Change “hit points” to “vitality points”. 
   
  Second Wind 
  Change “hit points” to “vitality points”. 
   
  Stamina 
  [Tough] 
  Prerequisite:  Robust. 
   
  The Tough hero recovers twice as fast as normal.  So, for example, the hero recovers 2 vitality points per character level 
  per hour, 2 points of wound damage per day of rest, 2 points of temporary ability damage per day of rest, and awakens in 
  half the normal time after being knocked unconscious. 
   
  Stay In the Game 
  [Tough] [Advanced] 
  Prequisites:  Remain Conscious, Robust, Stamina. 
   
  The hero may reduce the Strength and Dexterity penalties caused by wound point damage by 2.  For example, if you lose 
  enough wound points to become moderately wounded, the penalty to your Strength and Dexterity scores is only 2 instead 
  of the normal 4. 
   
  You make take this talent multiple times and its effects stack.  Each time you select this talent, you may reduce the 
  Strength and Dexterity penalties caused by wound point damage an additional 2 points. 
   
  Improved Second Wind 
  Change “hit points” to “vitality points”. 
   
  Zen Talent Tree 
   
  Zen Defense 
  Change “AC” to “Base Defense bonus”. 
   
  Combat 
   
  Surprise 
   
  Unaware Combatants 
  Any damage inflicted upon an unaware combatant is applied to the target’s vitality and wound points. 
   
  Flat-Footed 
  You cannot dodge or parry while flat-footed.  You use your Base Defense bonus while flat-footed. 
   
  Attack Roll 
  When you make an attack roll, you roll a d20 and add your attack bonus.   
   
  If your result equals or beats the target’s Dodge Defense or Parry Defense roll, you hit and deal damage.  
   
  Automatic Misses and Hits:  There are no automatic misses or hits. 
   
  6
  
   
  Defense Roll 
  Your Defense represents how hard it is for opponents to hit you.  Armor absorbs damage rather than making you harder 
  to hit.  When you are attacked in combat, you roll a d20 and add your applicable Defense bonus. 
   
  If your Defense roll exceeds your opponent’s attack roll, then you have successfully dodged or parried the attack the 
  attack deals no damage. 
   
  A character’s Defense is comprised of three scores: Base Defense bonus, Dodge Defense bonus, and Parry Defense 
  bonus.   
   
  Base Defense bonus = Size modifier 
   
  Dodge Defense bonus = Base Defense bonus + Dexterity modifier + Base Dodge bonus + additional Dodge bonuses 
   
  Parry Defense bonus = Base Defense bonus + Strength modifier + Base Parry bonus + additional Parry bonuses 
   
  Base Defense is always 10 for Medium-size characters. 
   
  Whenever you have a chance to defend yourself, you must declare whether you are dodging (attempting to avoid the 
  attack completely) or parrying (using your weapon to block the incoming attack).  Changing between the two modes is a 
  free action.  You may change defense modes each time you are attacked if desired but it must be done before your 
  opponent makes his attack roll. 
   
  If you have a Dexterity penalty, it is applied to your Base Defense bonus, not just your Dodge Defense bonus.  For 
  example, a character whose Dexterity has been reduced to 5 by poison would apply a -3 penalty to all of his Defense 
  rolls, regardless if he is dodging or parrying. 
   
  A modifier that simply affects your Defense (without specifying Dodge or Parry) is applied no matter what kind of Defense 
  bonus you are using and also applies when you cannot dodge or parry.  For example, when charging, you suffer a -2 
  penalty to all Defense rolls. 
   
  Other Modifiers:  Many other factors may modify your Dodge and Parry Defense bonuses.  These are discussed in the 
  Dodging and Parrying sections below.  If a modifier does not apply to one type of Defense specifically, it is assumed to 
  affect your Base Defense bonus (such as a deflection bonus). 
   
  Dodging 
  When dodging, a character is using his footwork and agility, as well as staying out of his opponent’s reach, to side-step 
  and avoid any attacks directed at him. 
   
  In order to dodge effectively, at least one square adjacent to you must be unoccupied or occupied by an ally.  If neither of 
  these criteria is met, you suffer a -2 penalty to your Dodge Defense bonus. 
   
  Note that heavier armor limits your Dexterity bonus.  If you are wearing armor, you might not be able to apply your whole 
  Dexterity bonus to your Dodge Defense bonus. 
   
  Parrying 
  Parrying involves any defensive action in which you are using your own weapon (or shield) to deflect and intercept an 
  incoming attack and then positioning yourself to deliver a counterattack. 
   
  In order to parry, you must wield a weapon, shield, or some kind of object in order to fend off an opponent’s attack.  It is 
  possible, however, to deflect blows without an item in your hand.  If you are unarmed, you receive a -4 penalty to your 
  Parry Defense.  Having the Improved Unarmed Strike feat counts as being armed for the purposes of using Parry 
  Defense. 
   
  If you attempt to parry with a weapon you are not proficient with, or with an improvised weapon, you suffer a -1 penalty to 
  your Parry Defense.  At the GM’s discretion, additional bonuses or penalties may be applied to your Parry Defense while 
  using certain improvised blocking weapons. 
   
   
  7
  
  If you are using a reach weapon, you may parry an adjacent attacker even if you would not be able to attack him normally. 
   
  It is not possible to parry a ranged weapon attack. 
   
  Weapon Breakage:  When parrying, if your Parry Defense roll exactly equals your opponent’s Attack Roll, then there is a 
  chance for weapon breakage.  When this occurs, you have successfully deflected your opponent’s attack but your 
  weapon takes the full force of the attack.  Proceed as if your opponent has made a successful sunder attempt on your 
  weapon.  This does not provoke an attack of opportunity since it is a side effect of your opponent’s weapon smashing 
  against yours as you intercepted his attack. 
   
  Weapon Length:  For every step in size difference between the attacking weapon and the defending weapon, apply a +1 
  bonus or a -1 penalty to the defender’s Parry Defense bonus depending on whether the attacking weapon is larger or 
  smaller than the defending weapon.  The order of size is as follows:  Light, One-Handed, Two-Handed.  An unarmed 
  attack is always considered a light weapon. 
   
  Touch Attacks 
  Touch attacks can only be dodged and not parried, as a touch that connects with a weapon or shield will deliver the 
  attack.  Thus, a character’s Dodge Defense bonus is always used against a touch attack. 
   
  Damage 
  When your attack succeeds, you deal damage.  Damage is first deducted from the target’s vitality points, if the target has 
  any.  If not, the damage is deducted from target’s wound points.  If the damage from an attack reduces a target’s vitality 
  points to 0 and there’s still damage left over, it is applied to the target’s wound points. 
   
  Some attacks (critical hits, attacks against unaware opponents, etc) deal both vitality and wound point damage.  In these 
  cases, if the damage would reduce the target’s vitality points to 0 with damage leftover, the damage is not applied to the 
  target’s wound points since wound damage is already being dealt due to the nature of the attack.  The attack reduces the 
  target’s vitality points to 0 and the remaining damage to the target’s vitality points is lost. 
   
  Critical Hits 
  When you make an attack roll and get a natural 20, you have scored a threat: a potential critical hit (or “crit”).   
   
  If the attack roll would normally hit, you may spend an action point to score a critical hit.  Any attack roll that wouldn’t 
  ordinarily result in a hit is not a threat. 
   
  A critical hit means that you apply the weapon’s damage to the target’s vitality and wound points.  If the damage from the 
  critical hit reduces the target’s vitality points to 0 and there’s still damage left over, it is not applied to the target’s wound 
  points.  If the target does not have any vitality points remaining (or doesn’t have any vitality points at all), the weapon’s 
  damage is applied to the target’s wound points only. 
   
  For example, if you have 5 vitality points and 12 wound points remaining and an opponent scores a critical hit on you for 8 
  points of damage, your vitality points are reduced to 0 and your wound points are reduced to 4. 
   
  Increased Threat Range:  Sometimes your threat range is greater than 20.  That is, you can score a threat on a lower 
  number.  Any attack roll that doesn’t result in a hit is not a threat. 
   
  Critical Misses 
  An attack roll that results in a natural 1 is a threat for a critical miss. 
   
  If the attack roll would normally hit (despite rolling a 1), then the hit is successful and nothing further happens.  The GM 
  may not activate a critical miss. 
   
  If your attack roll results in a natural 1 and results in a miss, the GM may aware you an action point and activate a critical 
  miss. 
   
  Armor 
  Instead of making a character more difficult to hit, armor absorbs and deflects attacks that would normally deal physical 
  (wound point) damage to the character.  Every type of armor has a Damage Reduction value.  Whenever a character 
  would take wound point damage, the damage is reduced by the armor’s Damage Reduction value.  Damage Reduction 
  can reduce the damage to 0.  Damage reduction does not apply to vitality points.   
   
  8
  
   
  Armor Damage and Repair:  Each time a character wearing armor is struck by a critical hit, the armor’s damage 
  reduction is reduced by 1 (after the damage is reduced normally). 
   
  Armor that has had its damage reduction reduced may be repaired by someone with the appropriate Craft skill. 
   
  Injury and Death 
  Your vitality and wound points measure how hard you are to hurt and kill.  No matter how many vitality points you lose, 
  you aren’t hindered until you begin to take wound point damage. 
   
  Vitality Points 
  Vitality points represent your character’s ability to turn an attack that would deal a potential deadly physical injury into a 
  mere flesh wound.  Vitality points can also symbolize your character rolling with the punches, side-stepping incoming 
  attacks at the last second, being in the right place at the right time, or just sheer luck.  While you might take some scrapes 
  and bruises, vitality point damage does not cause physical damage that would otherwise impede your ability to continue to 
  attack or defend yourself.   
   
  When your vitality points have run out, you can no longer avoid taking physical damage.  Either battle fatigue has set in or 
  your luck has run out.  If you sustain additional attacks, they will deal wound point damage. 
   
  Your vitality points are based on your class, level, and Constitution modifier. 
   
  Wound Points 
  Wound points represent the amount of actual physical trauma your character can withstand before dying.  Whereas vitality 
  points are somewhat abstract, wound points represent actual physical damage.  As you suffer wound damage, your ability 
  to attack, defend, and perform other physical tasks is impeded. 
  Your wound points are equal to your Constitution score. 
   
  If your Constitution score changes for any reason (rage talent, poison damage, etc), so does your maximum number of 
  wound points. 
   
  Effects of Damage 
  Any damage you suffer first reduces your vitality points.  You only take wound damage if your vitality points are exhausted 
  or if you take a critical hit or receive damage while you are unaware in a surprise round.  When you suffer wound damage, 
  you become wounded and suffer additional physical effects. 
   
  0 Vitality Points 
  At 0 vitality points, you can no longer avoid taking physical damage.  Any additional damage you receive reduces your 
  wound points. 
   
  Suffering Wound Damage 
  As soon as your wound points are reduced, you receive temporary penalties to your Strength and Dexterity scores until 
  your wounds are healed.  This represents the physical toll your wounds are taking on your body.  When you wounds 
  increase or decrease to the next wound level, your Strength and Dexterity penalties change accordingly. 
   
  Strength and Dexterity damage from wound damage stacks with any other condition or attack that applies temporary 
  ability damage, such as fatigue, poison, etc. 
   
  Note, however, that even though the Strength and Dexterity penalties from suffering wound damage stack with other 
  forms of ability damage, it is not actual ability damage – it is merely a penalty to those scores. 
   
  Lightly Wounded (Lost Wound Points) 
  If you lose up to 50% of your total wound points, you become lightly wounded and suffer a –2 penalty to your Strength and 
  Dexterity scores. 
   
  Moderately Wounded (Lost 50% of total Wound Points) 
  If you lose 50% of your total wound points (rounded down), you become moderately wounded and suffer a –4 penalty to 
  your Strength and Dexterity scores. 
   
  9
  
   
  Severely Wounded (Lost 75% of total Wound Points) 
  If you lose 75% or more of your total wound points (rounded down), you become severely wounded and suffer a –6 
  penalty to your Strength and Dexterity scores.  
   
  Critically Wounded (Lost all Wound Points) 
  If your wound points drop to 0 or below (negative wound points), you are critically wounded and suffer a –8 penalty to your 
  Strength and Dexterity scores.   
   
  The table below shows the corresponding wound level based on the character’s total amount of wound points and current 
  number of wound points.  For example, a character that has 15 total wound points and suffers 9 points of wound damage 
  would be moderately wounded. 
   
   
   
  Wound Level 
   
   
  Light 
  Moderate 
  Severe 
  3 
  NA 
  2 
  1 
  4 
  3 
  2 
  1 
  5 
  4 – 3 
  2 
  1 
  6 
  5 – 4 
  3 – 2 
  1 
  7 
  6 – 4 
  3 – 2 
  1 
  8 
  7 – 5 
  4 – 2 
  1 
  9 
  8 – 5 
  4 – 3 
  2 – 1 
  10 
  9 – 6 
  5 – 3 
  2 – 1 
  11 
  10 – 6 
  5 – 3 
  2 – 1 
  12 
  11 – 7 
  6 – 3 
  2 – 1 
  13 
  12 – 7 
  6 – 4 
  3 – 1 
  14 
  13 – 8 
  7 – 4  
  3 – 1 
  15 
  14 – 8 
  7 – 4 
  3 – 1 
  16 
  15 – 9 
  8 – 4 
  3 – 1 
  17 
  16 – 9 
  8 – 5 
  4 – 1 
  18 
  17 – 10 
  9 – 5 
  4 – 1 
  19 
  18 – 10 
  9 – 5 
  4 – 1 
  20 
  19 – 11 
  10 – 5 
  4 – 1 
  21 
  20 – 11 
  10 – 6 
  5 – 1 
  Maximum Number of Wound Points 
  22 
  21 – 12 
  11 – 6 
  5 – 1 
   
  Table 2:  Remaining Wound Points and Wound Level 
   
  Disabled (0 Wound Points) 
  At 0 wound points, you are disabled.   
   
  A disabled character can only perform a single move or standard action each round, but not both.  A disabled character 
  cannot take a full-round action.  You can take move actions without injuring yourself further but if you perform a standard 
  action, you take 1 point of wound damage after completing the action and are dying.   
   
  Dying (-1 to -9 Wound Points) 
  When your wound points drop below 0, you are dying.  A dying character has a current wound point total between –1 and 
  –9. 
   
  A dying character immediately falls unconscious and can take no actions. 
   
  A dying character loses 1 wound point every round.  This continues until the character dies or becomes stable naturally or 
  with help (see Stabilizing and Recovery below). 
   
  10
  
   
  Dead (-10 Wound Points) 
  When your character’s current wound points drop to –10 or lower, he is dead.  A character also dies if his Constitution 
  scores drops to 0 or lower. 
   
  Damage Reduction 
  Anything that provides damage reduction (armor, talents, etc) reduces the number of wound points lost to wound damage 
  by the amount of damage reduction a character has.  Damage reduction does not apply to vitality points. 
   
  Stabilizing and Recovery 
  On the next turn after a character is dying and on all subsequent turns, he must make a Fortitude save (DC 20) to see 
  whether he becomes stable.  If the saving throw succeeds, he becomes stable.  If the saving throw fails, he loses 1 more 
  wound point. 
   
  You can keep a dying character from losing any more wound points and make him stable with a DC 15 Heal check. 
  If any sort of healing cures the dying chracter of even 1 point of wound damage, he stops losing wound points and 
  becomes stable. 
   
  Recovering With Help:  One hour after a tended, dying character becomes stable, he must make another Fortitude save 
  (DC 20). 
   
  If the saving throw succeeds, he becomes disabled.  If the save is failed, he remains unconscious but may make a new 
  saving throw every hour to revive and become disabled.  Even while unconscious, he recovers wound points naturally 
  through rest.  He may act normally when his wound points rise to 1 or higher. 
   
  Recovering Without Help:  A character who becomes stable on his own (by making the Fortitude save while dying) but 
  still has no one to tend to him continues to lose wound points, just at a slower rate.  Once each hour, he must make a 
  Fortitude saving throw (DC 20).  If the save is successful, he regains consciousness, though his wound point total remains 
  where it is, even if negative. 
   
  If the hourly Fortitude save to become conscious is failed, he loses 1 wound point.  He cannot recover wound points 
  through natural healing until he becomes conscious. 
   
  Even once he becomes conscious and is disabled, an unaided character still does not recover wound points naturally.  
  Instead, each day he must make a Fortitude save (DC 20) to start recovering wound points naturally (starting with that 
  day), otherwise, he loses 1 wound point. 
   
  Once an unaided character starts recovering wound points naturally, he is no longer in danger of naturally losing wound 
  points (even if his current wound point total is negative). 
   
  Remember, if you regain consciousness and you still have negative wound points, you are critically wounded and have a -
  8 penalty to your Strength and Dexterity scores.  If this penalty would reduce either score to 0, you cannot move and are 
  helpless. 
   
  Healing 
   
  After taking damage, you can recover vitality and wound points through natural healing.  In any case, you can’t regain 
  vitality or wound points past their full, normal totals. 
   
  Natural Healing:  You recover 1 vitality point per character level per hour of rest and 1 wound point per day of rest (8 
  hours of sleep or more). 
   
  If you have 0 wound points or less (negative wound points), you cannot regain vitality points until your wound point total 
  rises to at least 1 or higher. 
   
  Healing Ability Damage:  Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability 
  score. 
   
   
  11
  
  The Strength and Dexterity penalties resulting from wound point damage are not ability damage and are not healed in the 
  same fashion.  These penality are only removed as the character’s wound point damage is healed. 
   
  Nonlethal Damage 
   
  Attacks that deal nonlethal damage reduce vitality and wound points normally, just like normal damage.  If you receive 
  nonlethal damage that reduces your wound points, you should keep track of this damage separately.  Lethal and nonlethal 
  damage stack to determine your wound level. 
   
  Staggered and Unconscious:  When any combination of lethal and nonlethal damage reduces your wound points to 0,  
  you are staggered.  You can only take a standard action or a move action in each round.  You cease being staggered 
  when you wound points rise above 0. 
   
  When your wound points fall below 0, you fall unconscious.  When unconscious, you are helpless. 
   
  Healing Non-lethal Damage:  Non-lethal wound point damage is regained at the rate of 1 wound point per character 
  level per hour.  In addition, any effect that heals lethal wound damage (whether by magic, spending an action die, 
  application of the Heal skill, or some other means) heals an equal amount of non-lethal damage. 
   
  For example, Brutis (3 VP and 12 WP remaining) is surprised by two ninjas.  One ninja is armed with a sword and the 
  other is unarmed.  The unarmed ninja kicks Brutis and deals 5 points of nonlethal damage, reducing Brutis to 0 VP and 7 
  WP (remember, damage taken in a surprise round deals both vitality and wound point damage).  The other ninja then hits 
  Brutis with his sword for 8 points of lethal damage.  Brutis is reduced to –1 WP and is unconscious.  Since Brutis took 5 
  points of nonlethal damage, he is only unconscious and not dying.  Assuming the ninjas leave him for dead (which is 
  unlikely), Brutis will regain the 5 points of nonlethal wound damage much sooner than the lethal wound damage he 
  received.  Once he regains at least 1 point of nonlethal wound damage (increasing his WP to 0), he will regain 
  consciousness and be staggered. 
   
  Helpless Defenders 
   
  A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. 
   
  Any attack against a helpless character is an automatic critical, with no expenditure of an action point necessary, applying 
  damage as normal. 
   
  Regular Attack:  A helpless character is considered to have a Dexterity of 0 (AC penalty -5) and takes an additional -4 
  penalty to AC against melee attacks but no penalty to AC against ranged attacks. 
   
  Coup de Grace:  As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent.  
  You can also use a ranged weapon, provided you are adjacent to the target. 
   
  You automatically hit and score a critical hit as detailed above.  However, if the defender survives the damage, he must 
  make a Fortitude save (DC 10  + wound damage dealt) or die. 
   
  Special Abilities 
   
  Energy Resistance 
  Energy resistance is always first before regardless if the damage would result in vitality or wound point damage.  If the 
  energy attack would deal both vitality and wound point damage (such as a critical hit, but not because a hero’s vitality 
  points running out), the energy resistance is applied to both types of damage. 
   
   
  12
  
SOURCE: textdata/thevault/Grim Tales/Grim Tales d20 Modern Variant Rules.pdf