Custom Rulings for New World
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Combat

Guns & Reloading

All weapons now have a reload speed or a time in which it takes to reload. Most weapons have a magazine capacity trait depending on the weapon and its attachments. The changes will be altered in your sheets and on the weapons statistics. 

Charge

All creatures and players can charge if they use their full movement and make a melee attack at the end of their movement, when charging you gain a [+5] to hit and [+5] to damage. 

Morale

How are you *feeling*? 

What is Morale?

When a player or npc takes actions that strongly affect their character's mental state in a meaningful way they may gain or lose ranks in morale. In addition, if the player or npc takes a long rest or sufficient time passes the morale rank will either decrease to zero or increase to negative 1 (whichever is closer). Morale also decreases every time a party member goes down or a critical fail occurs at a "crucial moment". You may also spend Inspiration as a bonus to gain a level of morale provided the resulting value is not 2 or above 

+3 Morale

plus 3 to all skill checks (including hybrid skills) and is allowed once per session to re roll on a critical failure on a skill check. in addition gain advantage on all fear checks or saves. If this crerature performs an action warranting higher morale they either gain inspiration or gain temp hp 

+2 Morale

plus 2 to all skill checks (including hybrid skills) and is allowed once per session to re roll on a critical failure on a skill check 

+1 Morale

plus 1 to all skill checks (including hybrid skills) 

Neutral Morale

no benefits or debuffs 

-1 Morale

suffer a minus 1 to all saving throws (including those involved in hybrid skills) 

-2 Morale

suffer a minus 2 to all skill throws (including those involved in hybrid skills) and suffer a -3 to any and all frighten or fear check 

-3 Morale

suffer a minus 3 to all skill throws (including those involved in hybrid skills) and suffer a -5 to any and all frighten or fear check in addition should this creature or player suffer any more loss of morale they must roll on trauma chart. 

Injuries

Happens to the best of us... 

"When am I injured?"

When performing a fortitude save the resulting injury is dependent on by how far you missed the save itself.
        
Minor injury:  Failed the save by 3 or less.  
Major injury:  Failed the save by 4-7.      
Grievous injury:  Failed the save by 8 or more or critically failed. 

Torso

Minor: [-1] hit dice [+5] to max HP, [-3] to all constitution checks/saves and [-30] carry capacity.
    
Major: [-3] hit dice [+10] tp max HP, [-5] to all constitution checks/saves and [-50] carry capacity.

Grievous: [-6] hit dice [+20] to max HP, [-7] to all constitution saves/checks and carrying capacity is zero. 

Head

Minor: [-3] to perception checks [-2] to all non-physical saving throws and checks. 

Major:  [-3] to perception checks [-2] to all non-physical saving throws and checks.

Grievous:  [-7] to perception checks [-6] to all non-physical saving throws and checks. 

Arms

*Note: If both arms are injured the debuffs stack at its respective levels.*
Minor: Disadvantage on attack throws involving use of both arms (or one if both arms are injured), [-2] to all checks or saves that involve (reasonably) the use of one (or both if both arms injured).
Major: Disadvantage on attack throws involving use of both arms (or one if both arms are injured), [-6] to all checks or saves that involve (reasonably) the use of one (or both if both arms injured).
Grievous: Cannot perform attack throws involving use of both arms (or one if both arms are injured), [-10] to all checks or saves that involve (reasonably) the use of one (or both if both arms injured).

Legs

*Note: If both legs are inured the debuffs stack at its respective levels.*
        
Minor: -5 to movement speed and -2 to dex save.

Major: -15 to movement speed and -4 to dex saves.

Grievous: movement speed is zero and automatically fail dex saves (critical fail if both grievously injured). 

Treatment

Minor: Deep cuts and lacerated wounds, can be treatted and cured instantly by either being healed by a stim pack (in which you do not recover health) a charge of a health pack (time-1min)..
        
Major: Very deep cuts and fractures, can be treated by performing a short rest and 3 charges of a health pack or by having the spell lesser restoration cast upon you.

Grievous: Nearly severed limbs and snapped bones and any state beyond this is complete severing require a long rest and spending 8 charges of health packs or greater restoration can solve this and will not help on severing of limbs in which case only regenerate power word heal or full on replacments limbs will suffice.