System Bonus

when a wound is applied to both available limbs, an additional debuff is applied to that creature. each type of grievous wound can only have 1 system bonus active at a time.

(like both arms, ears, etc.)

Arms

Can Have 10 max

-1 to all attack rolls or rolls involving your arms

system bonus: gain disadvantage on all attack rolls and rolls involving your arms

Legs

Can Have 10 max

lose 5ft of your walking speed

system bonus: Dashing effects only grant a 1.5x multiplier to walking speed instead of 2x

Head

Can Have 1 max

if you are at half health, then getting this wound will render you unconcious for the duration of a short rest.

special mechanic: if you are stealthed while targeting the head, you only roll at disadvantage the creature doesn’t need to be at half health for the wound to be Successful

Eye

Can Have 10 max

-1 to sight based perception rolls

system bonus: gain disadvantage on all rolls involving your eyes

Ear

Can Have 10 max

-1 to hearing based perception rolls

system bonus: gain disadvantage on all rolls involving your ears

Chest

Can Have 10 max

-1 to armor class and fortitude rolls

Neck

Can Have 1 Max

you gain the disoriented condition until the end of your next turn

Back

Can Have 10 max

-1 to all movement rolls that require full range of motion

Lungs

Can Have 1 Max

you gain the bleeding condition until you are healed. the bleeding is internal.

Brain

Can Have 10 max

you instantly lose any concentration you were maintaining. you also gain the bleeding condition until your next short rest. the bleeding is internal.

Heart

Can Have 10 max

you gain the bleeding condition until your next long rest. the bleeding is internal and the bleeding damage is 2d4 instead of 1d4

critical arm wound:

for every arm you lose, you gain disadvantage and a -5 to all attack rolls or rolls involving your arms.

critical Leg wound:

for every leg you lose, you gain disadvantage and a -5 to all rolls movement based rolls.

critical Eye wound:

for every eye you lose, you lose half of your passive perception and gain -5 to all sight based rolls

critical Ear wound:

for every ear you lose, you lose half your passive perception and gain a -5 to all hearing based rolls.