Saturday, June 19, 2021

Alternate injury Rules for GURPS: Lifeblood - Vitals and Arteries

The Vitals

Vitals in GURPS 4e have a problem. They have no innate DR but a 3x wounding modifier and are only -3 to hit. This makes them extremely attractive and a single hit to the vitals can end a fight rapidly. The vitals apparently include the lungs, kidneys, and liver as well as to the heart according to the Basic Set but a hit to the these former 3 organs is not even in the same league as a hit to the heart.

I propose these alternate rules:

Vitals (-3): Normal wounding modifiers (as torso). No extra damage modifiers. A major wound gives -5 to the knockdown check. Rules like Lasting and Permanent injuries, and Severe Bleeding  from Martial Arts still apply if used in the campaign.

Heart (-5): The Heart uses the Vitals rules as written, including the x3 wounding modifier for impaling, and piercing and 2x for tight beam burning, as Basic Set page 399.  A major wound gives -5 to the knockdown check.

Optional Rule: Ribcages are Real.

With this rule; Both Heart and Vitals have 1 innate DR from the ribcage. This can be bypassed by taking an additional -2 to go 'around' or under the ribcage. However a reverse grip knife of sufficient length (like a rondel dagger, large knife or long knife) can target the heart at -5 via the neck. This bypasses the innate DR and torso DR and instead uses neck DR (if present). Don't forget to scale this DR up for Size Modifier!

The Arteries

Artery hit locations were introduced in Martial Arts, these are great, but there's one problem; impaling damage to limb arteries is mysteriously less lethal. The solution is simple: Don't reduce the injury modifier for the limb, and add the 0.5 to the modifier as usual.