I’ve reworked that part of the entire WoD that I liked least about the characters: damage.
I can see supernatural creatures living of the extremely simplified damage system, but frankly, mortals should be given a lot more attention. I can also see this method be used by supernaturals, as it shows how an injury can be an actual hindrance. Here goes:
As mortals don’t have to worry about supernatural sources of damage, all damage done to them can be soaked normally, using Stamina. If any damage is left after this "soak-phase", the effect and severity should be determined, taking the place of the attack and the amount of successes left into account. Also, the type of damage should be considered.
Severity:
The severity of the damage done should, naturally, influence the effect as well. Not only this, but I feel it should also influence the time spend to heal the wound. I realize the problems this can cause, since time travels slowly in the WoD, when compared to the normal world, so perhaps an intermediate can be found:
1,2: Mild injury, can often be "shaken off" after the battle.
3: Effect can be ignored after one full day has past.
4: Effects can be healed in a week, unassisted.
5,6: Surgical aid needed
7+: Removed violently.
Placing:
The effect damage has to one’s system is highly correlated to the placing of the damage. A kick in the calf can be highly painful and even result in a broken bone, but it would not cause dizziness, like damage to the head does.
Type:
Bashing damage is pretty straightforward. The table below should cover that issue, or at least give some ideas. For fire damage, I suggest simply increase the damage by one or two levels. For slashing damage, make the probability or torn muscles (or even bones) lower, as for removal of the body parts.
Table: | Bashing damage; when does it does what? |
Place | Severity | Symptom | Effect |
Head | 1 success | Dizziness | loss of initiative |
2 successes | small black out | loss of action(-s) | |
3 successes | blackout + headache | loss of all actions for the remainder of the scene + all rolls diff.+1 afterwards | |
4 successes | unconsciousness + severe headache | loss of all actions for the remainder of the scene + all rolls dive. +2 afterwards | |
5+ successes | brain damage | above, +(permanent) loss of Wits | |
Limbs | 1 success | bruises | no effect |
2 successes | bleeders | loss of all initiative for the next turn only | |
3 successes | bruised | dive. of using limb +1 | |
4 successes | torn muscles | halved dice pools involving limb | |
5+ successes | broken bone(-s) | useless limb | |
Chest | 1 success | "skip a breath" | loss of initiative |
2 successes | temporarily out of breath | loss of action(-s) | |
3 successes | bruised | all movement rolls dive. +1 | |
4 successes | cracked ribs | all movement rolls dive. +2 | |
5+ successes | punctured lung | movement (virtually) impossible |
I hope these ideas make the mortals of your games a bit more "real", or at least make the general playability of them a bit better. Also, like I stated in the introduction, I can see this system being used with Supernaturals as well. For vampires, simply add Fortitude to the Stamina roll (or replace Stamina by Fortitude in case of Aggravated damage). The other supernaturals (mortal as they (usually) are) should require even less adjustment.