Wound System

The Wound System

By the official rules for Gamma World, all damage that a character takes is completely healed at the end of an encounter. While this does simplify a lot of things, it does have some issues, including making short rests and extended rests too similar and having few long-term effects of injury incurred outside of combat (such as traps and environmental hazards). This set of rules, gleaned from the WotC Forums, adds a bit of attrition to constant combat and allows for long-term effects from non-combat dangers.

Taking a Wound

A character suffers a Wound in an encounter whenever he:

  1. Becomes bloodied for the first time
  2. Takes damage in a single attack that equals or exceeds his bloodied value
  3. Fails a death save

Effects of a Wound

Whenever a character is suffering from one or more Wounds, his speed is reduced by 1.

In addition, for each Wound, the character suffers the following penalties:

  • -1 to all Attribute Checks
  • -1 to all Skill Checks
  • -1 to all damage rolls (damage from guns and Omega Tech are not affected)

Recovering from a Wound

When a character takes his Second Wind during an encounter, he may remove one of his Wounds.

At the end of an encounter, the character makes a saving throw against each Wound he currently has. A successful saving throw removes the Wound. The character can make a Hard Constitution check (with appropriate penalties for multiple Wounds) or another character may perform a Hard Science (first aid) check to give the character a +2 bonus to all the saving throws.

A failed saving throw means the Wound becomes a Lingering Wound.

Effects of a Lingering Wound

A character suffering from one or more Lingering Wounds reduces his speed by 1. This stacks with any additional Wounds he might suffer later.

For each Lingering Wound a character has, he suffers the following penalties:

  • -1 to all Attribute Checks
  • -1 to all Skill Checks
  • -1 to death saves
  • -1 to all attack rolls
  • -1 to all damage rolls (damage from guns and Omega Tech are not affected)

Recovering from a Lingering Wound

When a character takes an Extended Rest, he automatically recovers from one Lingering Wound. He then makes a Hard Constitution check or has someone make a Hard Science (first aid) check for each remaining Lingering Wound. Each success removes a Lingering Wound. A failure means no change until the next Extended Rest.

Wound System

Gamma World: The Wanderlost Lonewalker