HYPER/VIOLENCE transforms CBR+PNK combat from abstract damage into visceral consequences. Every fight leaves scars, missing pieces, and opportunities for self-improvement.
Minor Impact: Cuts, bruises, broken bones. Most attacks default to minor impact.
Major Impact: Life-threatening trauma. Results from:
Minor impact causes wounds without blood loss. Major impact causes blood loss. Marks compound - a minor wound on an already wounded part becomes moderate.
Wounds progress through stages:
Minor (/): Bruising, cuts, fractures - causes disadvantage to relevant actions
Moderate (X): Broken bones, deep wounds - more severe disadvantage, can't perform certain actions
Severe (*): Amputation, organ damage - limb/organ is non-functional
Work with the GM to determine specific effects based on the wound location and severity. A broken arm might prevent two-handed weapons, while a severe head wound could cause blindness or memory loss.
Replace CBR+PNK's abstract health with gallons of blood. Track blood loss on your character sheet with blood splatters.
Track Rage with a d6. Gain rage from losing blood and losing attack roles.
At max rage, you cause collateral damage due to poor emotional control.
After defeating enemies, you can harvest their organic body parts for grotesque self-improvement:
Roll d6 to remove your corresponding body part and replace it:
Having five harvested body parts causes corruption. Your body becomes a patchwork of stolen flesh:
When you successfully harvest a body part, work with the GM to create its biological ability based on the victim's lifestyle and conditioning: