KILL KILL KILL!!!

Rules for Dismemberment and Killing in FAGs
Credits to Luke Gearing, Paul Siegel1 and Rook for having ideas good enough for me to baby bird into your mouth.
Initiative scoring is done as such, highest goes first:
- In the crushing womb of darkness, each party rolls 1d4 in lightless void or 1d6 in the presence of basic light. Nocturnal creatures roll 1d10.
- In the eternal kingdom of the Sun, each party rolls 1d10. Light-Sensitive C.H.U.D.s or other similar inhabitants of fetid caves and rank abysses roll 1d6.
- Reroll any ties, if they match re roll the other pair. If it becomes impossible to have 1 group per initiative number, then what are you, an idiot? That’s way too many people! Use mass combat rules you fool!
All weapons come in three memorable flavors:
- LIGHT: 2d6 keep the Lowest, then add damage bonus
- MEDIUM: 1d6+any damage bonus to the face
- HEAVY: 2d6 keep the highest and adding damage after rolling
If the final result of damage is 6 or higher, roll 2d6+“Bleed” (points damage over six) and consult below:
| 2d6+Bleed | Wound Result | Effect2 |
|---|---|---|
| 8 and Under | Broken | Heals in 1d6+Bleed Weeks. As a general rule of thumb, gain -2 “increments” of whatever is effected (inches of speed, to-hit, etc) |
| 9-11 | Maimed | Cannot be healed without magic. Either a permanent -2 or -4, as per your fancy |
| 12+ | Severed | Yeag that shit’s GONE. As Maimed but incapable of healing without extremely potent magic, if you can find it |
This is something I stole from Ollie‘s earlier Dogs on the Isle sessions , who in turn stole it from Nathan’s Devil World Heroes Games: When something goes to 0 or lower HP, they roll a Death Save; 1d6 and, if over their negative damage, they are simply down and bleed out in 2 turns without medical aid. If you roll equal to or under your negative HP, however, you die instantly.