headquarters
11-12-2009, 03:50 AM
Posting the rules - please give any appropriate feedback and suggestions
NEW DAMAGE RULES
-houserules v.2.1 by GM Headquarters-
PURPOSE: to provide more realistic but fast played damage resolution rules.
1 .Basic rules : damage causes loss of hitpoints and affects initiative ,movement ,consciousness etc
IMMIDEATE EFFECTS :
INITIATIVE :
slight -1 int.
serious-2 more int
critical -2 more int and strength halved
LOOSING CONSCIOUSNESS/BLACK OUT :
Immediately on going into the negative the player rolls a dice for loss of consciousness and also at the start of each phase when taking action.
If seriously wounded CON score is the % chance on the D10 of staying awake –i.e CON 8 is an 80% chance.
Blackout lasts until next phase-roll is repeated to gain consciousness.
A roll of 10 always means losing consciousness.
If critically wounded the player rolls a D100 using CON to decide chance .CON 8 gives an 8 % chance.
A character can take a negative amount of-200% HP before death .A HP score of CHEST 25means that at minus 51 character is dead.
Critical wounds to head does not mean instant death.
BLEEDING TO DEATH :
Upon reaching serious level wounded character looses blood at a rate that will kill within 10 minutes if not treated .
Upon reaching critical level wounded character looses blood at a rate that will kill within 5 minutes if not treated .
TREATMENT/FIRST AID :to stop bleeding is dependant on circumstance and wound severity and type .GM can modify accordingly at discretion.
SLIGHT :EASY:MEDICAL
SERIOUS : AVERAGE: MEDICAL
CRITICAL : DIFFICULT MEDICAL
Pers. med . kit +1 , doctors medkit +2 . Treatment MUST include applying bandages ,tourniquets, improvised pressure clamp etc . Cannot be done with nothing.
Performing first aid on your self is one level more difficult and means staying conscious for minimum 30 sec.Arms/Legs often easier to do yourself – GM decides.
RECOVERY:
SLIGHT WOUNDS :10 days.EASY:MEDICAL ½ time. No MEDICAL treatment adds ½ time. PERS. MED KIT +1, DOCTORS MED KIT +3
SERIOUS WOUNDS : 22 days.AVG:MEDICAL ½ time. No MEDICAL treatment adds ½ time. PERS. MED KIT +1, DOCTORS MED KIT +3
CRITICAL WOUNDS: 40 days.DIFFICULT:MEDICAL ½ time. No MEDICAL treatment adds ½ time. PERS. MED KIT +1, DOCTORS MED KIT +3
INSUFFICIENT REST,FOOD,WATER,SHELTER: + ½ time. Any work,movement or combat adds time as pr GM discretion. Effects are cumulative.
2.CRITICAL HITS:
Critical hits means wound affects internal organs ,arteries ,bones or other that make injury grave.Usually this means uncontrollable hemorrhaging leading to desanguination or indeed exsanguinations .Critical hits refer to both internal bleeding and other forms of bleeding at dangerous levels.
Critical hits also refer to shock in the medical sense of the word .Any injury can cause shock –although in game terms a critical hit is needed to bring about shock.
(Hypovolemic and cardiogenic will likely be the main types of shock in-game ,but septic shock or obstructive shock are also likely).
The term “Bleed Time” in the critical hit tables refers to exsanguinations has occurred or to the refractory or irreversible state of shock has occurred .In-game we shall not be discussing what came first –exsanguinations or refractory shock.
Risk of critical hits occur each time a character is wounded. The GM rolls a D10 , the number of penetrating damage dice equals the chance of it being a critical hit.
Example: a hit from a rifle with damage 3 on an unarmored target gives a 30%chance of critical hit on the GMs D10 result roll. (If 2 dice were subtracted due to body armour ,the chance is 10%.)
Each critical hit means consulting location specific CRITICAL TABLES for result. The table lists different results for critical and serious wound levels.
3.TREATING CRITICAL HITS /FIRST AID:
Treatment Follows wound severity in difficulty. One attempt takes 6 phases .It stops bleeding ,covers wound surface and improves chance of avoiding infection or complication .SLIGHT WOUNDS are EASY ,SERIOUS WOUNDS are AVERAGE and CRITICAL WOUNDS are DIFFICULT.
TREATING SHOCK : In hypovolemic shock, usually hemorrhagic shock caused by traumatic injury, it is necessary to immediately control the bleeding and restore the casualty's blood volume by giving infusions of isotonic crystalloid solutions.(IV-drip).
In case of respiratory insufficiency (i.e. diminished levels of consciousness, hyperventilation due to acid-base disturbances or pneumonia) intubation and mechanical ventilation may be necessary.
TREATING BLEEDING : a variety of techniques ranging from – APPLYING PRESSURE TO WOUND/PRESSURE BANDAGE, GLUEING WOUND TOGETHER,POWDERED COAGULANTS/OTHER,TOURNIQUES,RAISING WOUND HIGHER THAN HEART etc
Please note that preventing complications and infections are covered in a separate section (table 6.) These are medical procedures that involve hours of surgery or weeks of care .
WOUND SEVERITY INCREASE: Actions such as combat may ad damage point to locations already wounded. GM will pr discretion add damage as combat unfolds.
Successful treatments can fall apart / become worse: if strained. New Medical check using treating characters skill is made with appropriate difficulty level .GM decides. Example: running with a bandage can make it come of. Medics skill was 5 .GM decides its an AVERAGE strain for the bandage. Wounded char roll using medics skill.
All critical hits must be treated like this unless otherwise stated in tables.
4. LOCATION SPECIFIC CRITICAL TABLES:
D10 RESULT CRITICAL HITS TABLE HEAD
1 SERIOUS :Bleed time :10 min
CRITICAL : Bleed time 5 min
2 SERIOUS :Bleed time 10 min .Shock. Medical check one level more difficult
CRITICAL: Bleed time : 5 min .Shock .Medical check one level more difficult
3 SERIOUS: Bleed time .Shock .10 min
CRITICAL :Bleed time Shock. 5 min
4 SERIOUS : Bleed time 5 min .Shock .Loss of hearing: OBS-1
CRITICAL : Bleed time 2 ½ min. Shock. Loss of hearing OBS -2
5 SERIOUS: bleed time 5 min . Shock Disfigurement :CHARISMA -1**
CRITICAL : bleed time 2 ½ min . Shock Disfigurement : CHARISMA -2**
6 SERIOUS :bleed time 5 min .Hemorrhaging.
Horrible disfigurement :CHARISMA -1D6**
CRITICAL :bleed time 2 ½ min .Hemorrhaging
Horrible disfigurement :CHARISMA -1D6**
7 SERIOUS : bleed time 10 min. Internal hemorrhaging
Loss of eyesight : AG-1 ,OBS-2
CRITICAL: bleed time 5 min. Internal hemorrhaging .
Loss of eyesight : AG-2 ,OBS-3
8 SERIOUS: bleed time 10 min. Internal hemorrhaging.
Brain damage :INTEL : -1
CRITICAL: bleed time 5 min. Internal hemorrhaging.
Brain damage :INTEL : -2
9 SERIOUS: bleed time 10 min . Internal hemorrhaging
Brain damage: INTEL: - 2, 1D6 skills -1D6 points*
CRITICAL: bleed time 5 min. Internal hemorrhaging
Brain dmg. :INTEL: -3 , 1D6 skills -1D6 points
10 SERIOUS :bleed time 1 min. Extreme Hemorrhaging. Difficult medical to treat
CRITICAL: Immediate death
*
**
What skills are determined by numbering all skills with points.
Rolling a dice with the closest number till selection is done.
Certain types of damage lends themselves to disfigurement result.
Fire, acid etc GM decides.
D10 RESULT CRITICAL HITS TABLE CHEST
1 SERIOUS :bleed time 10 min.
CRITICAL: bleed time 5 min
2 SERIOUS : bleed time 10 min.
CRITICAL :bleed time 5 min
3 SERIOUS : Shock .bleed time 10 min.
CRITICAL :Shock. bleed time 5 min.
4 SERIOUS: Shock.bleed time 10 min.
CRITICAL: Hemorrhaging. bleed time 5 min.
5 SERIOUS: Hemorrhaging bleed time 5 min.
CRITICAL: Internal hemorrhaging. Bleed time 2 ½ min.
6 SERIOUS: bleed time 10 min.Lung damage: Lungs fill w/blood. Hemorrhaging.
Must make CON -1 each turn (6th phase) until treated. Average medical.
Failed checks accumulate -1 penalty. When at 0, character has drowned.
CRITICAL: bleed time 5 min. SAME AS OVER. CONCHECK PEN - 2
7 SERIOUS: bleed time 10 min .Spinal damage:10% chance of paralysis pr phase
moved w/o stretcher or pr obstacle negated Absolute rest min.4 months
CRITICAL: bleed time 5 min. SAME AS OVER. RISK 20%
8 SERIOUS: bleed time:10 min .Cardiogenic shock: AVG: medical or char dies in
CON/2 minutes, Heart failure.
CRITICAL: bleed time 5 min. SAME AS OVER but DIFFICULT :MEDICAL
9 SERIOUS: bleed time 10 min. Heart failure: Difficult medical or char dies
in CON/2 minutes Cardiogenic shock
CRITICAL: bleed time 5 min. SAME AS OVER but TIME IS CON/4 minutes
10 SERIOUS: Massive Internal hemorrhaging.2 min bleed time.
Difficult medical to stop.
CRITICAL:SAME AS OVER . Bleed time 1 min.
D10 RESULT CRITICAL HITS TABLE ABDOMEN
1 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
2 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
3 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
4 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min .Hemorrhaging.
5 SERIOUS: bleed time 5 min. Hemorrhaging.
CRITICAL: bleed time 2 ½ min. Hemorrhaging.
6 SERIOUS: bleed time 10 min.Gutshot. Internal hemorrhage. ADD +3 to the
INFECTION ROLL
CRITICAL: bleed time 5 min .GUTSHOT. Internal hemorrhaging .
ADD+4 to INFECTION ROLL
7 SERIOUS: bleed time 10 min.Gutshot. Internal hemorrhaging
Add +3 to INFECTION ROLL
CRITICAL: bleed time 5 min .GUTSHOT. Internal hemorrhaging
ADD+4 to INFECTION ROLL
8 SERIOUS: bleed time 5 min.Gutshot. Add +4 to INFECTION ROLL
CRITICAL: bleed time 2 ½ min .GUTSHOT. ADD +5 to INFECTION ROLL
9 SERIOUS: bleed time 5 min. Artery rupture.2 DIFFICULT:MEDICAL checks
to treat .
CRITICAL: bleed time 2 min . SAME AS OVER . 3 DIFFICULT: MEDICAL
10 SERIOUS: Massive internal bleeding. Time 2 min.. AVG:MEDICAL to stop.
CRITICAL: SAME AS OVER. But DIFFICULT:MEDICAL
D10 RESULTCRITICAL HITS TABLE ARMS
1 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
2 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
3 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
4 SERIOUS: bleed time 10 min. Shock
CRITICAL: bleed time 5 min .Shock
5 SERIOUS: bleed time 5 min. Shock
CRITICAL: bleed time 2 ½ min. Hemorrhaging
6 SERIOUS: bleed time 10 min. Nerve damage loss of skill -2 points random skill.
CRITICAL: bleed time 5 min.SAME AS OVER but -3
7 SERIOUS: bleed time 10 min. Nerve damage loss of skill -3 points random skill.
CRITICAL: bleed time 5 min.SAME AS OVER but -4
8 SERIOUS: bleed time 10 min. Nerve damage loss of STR -1 .
CRITICAL: bleed time 5 min. SAME AS OVER .
9 SERIOUS: bleed time 5 min .Loss of fingers.Random skill -4.Hemorrhaging
CRITICAL: bleed time 2 ½ min.SAME AS OVER but -5 Hemorrhaging
10 SERIOUS: bleed time 5 min. Muscle damage .STR-1.Hemorrhaging
CRITICAL: bleed time 2 1/2 min. Loss of limb. STR- ¼ round down.
D10 RESULT CRITICAL HITS TABLE LEGS
1 SERIOUS: bleed time 10 min. Hemorrhaging
CRITICAL: bleed time 5 min. Hemorrhaging
2 SERIOUS: bleed time 10 min. Hemorrhaging
CRITICAL: bleed time 5 min Hemorrhaging
3 SERIOUS: bleed time 10 min. Hemorrhaging
CRITICAL: bleed time 5 min. Shock
4 SERIOUS: bleed time 10 min. Shock
CRITICAL: bleed time 5 min.Shock
5 SERIOUS: bleed time 5 min.Shock
CRITICAL: bleed time 2 ½ min,Shock
6 SERIOUS: bleed time 10 min. Nerve damage. Movement impaired -1 m /phase
CRITICAL: bleed time 5 min .SAME AS OVER but -2 m / phase. Hemorrhaging
7 SERIOUS: bleed time 10 min. Nerve damage. Movement impaired -2 m/ phase.
CRITICAL: bleed time 5 min. SAME AS OVER but handicap is -3 m /phase.
8 SERIOUS: bleed time 10 min. Nerve damage loss of STR -1 . Hemorrhaging
CRITICAL: bleed time 5 min. SAME AS OVER . Hemorrhaging
9 SERIOUS: bleed time 5 min .Loss of toes. AG – 1 Hemorrhaging
CRITICAL: bleed time 2 ½ min. SAME AS OVER but -2 Hemorrhaging
10 SERIOUS: bleed time 5 min. Muscle damage .STR-1. Internal Hemorrhaging
CRITICAL: bleed time 2 1/2 min. Loss of limb. STR- ¼ round down.
Internal Hemorrhaging.
5..COMPLICATIONS AND INFECTIONS :
Infection and or complications can be the result of any wound no matter the wound severity level.Character must make a check against CONSTITUTION.
GM decides if check is easy ,average or difficult depending on circumstances and wound type .Burns are more prone to infection etc .
The GM consults his damage results table to determine complication if any . (TABLE 6) ,depending on CON check result is applied .
Proper first aid or rapid medical treatment will improve chance of avoiding a bad result .In many climates and environments this must done immediately or within minutes of the injury . SUCCESSFUL FIRST AID FOLLOWS WOUND SEVERITY. Pers.med kit +1 ,doctors med kit+2. One attempt allowed pr turn (6th phase)
Most complications are readily treatable ,and are a matter of time and resources. Others require more effort , and some are difficult to recover fully from .
6. COMPLICATIONS AND INFECTIONS TABLE
D10 RESULT EFFECT ON WOUNDED CHARACTER
1
CON/EASY* SLIGHT: -
SERIOUS: -
CRITICAL: small infection. EASY:MEDICAL to treat
2
CON/EASY* SLIGHT: -
SERIOUS: small infection .EASY:MEDICAL to treat
CRITICAL: small infection. EASY: MEDICAL to treat
3
CON/EASY* SLIGHT: -
SERIOUS: slight infection. EASY:MEDICAL to treat
CRITICAL: slight infection. EASY:MEDICAL to treat
4
CON/AVG* SLIGHT: slight infection. EASY:MEDICAL to treat
SERIOUS: medium infection. AVG:MEDICAL to treat
CRITICAL: medium infection. AVG:MEDICAL to treat
5
CON/AVG* SLIGHT: medium infection. AVG:MEDICAL to treat
SERIOUS: medium infection. AVG:MEDICAL to treat
CRITICAL: serious infection. DIFFICULT:MEDICAL to treat
6
CON/AVG* SLIGHT: medium infection. AVG:MEDICAL to treat
SERIOUS: medium infection. AVG:MEDICAL to treat
CRITICAL: serious infection. DIFFICULT:MEDICAL to treat
7
CON/DIFF* SLIGHT: medium infection. AVG:MEDICAL to treat
SERIOUS: serious infection. DIFFICULT:MEDICAL to treat
CRITICAL: SEPSIS. Surgery needed AVG:MED.
8
CON/DIFF* SLIGHT: Serious infection. DIFFICULT:MEDICAL to treat
SERIOUS: : SEPSIS .Surgery needed AVG:MED.
CRITICAL: SEPSIS. Surgery needed DIFFICULT:MED.
9
CON/DIFF* SLIGHT: Serious infection. DIFFICULT:MEDICAL to treat
SERIOUS: : SEPSIS. Surgery needed AVG:MED.
CRITICAL: SEPSIS. Surgery needed DIFFICULT:MED.
10
CON/DIFF* SLIGHT:SEPSIS. Surgery needed.AVG: MEDICAL
SERIOUS:FRAGMENT. Surgery needed .DIFFICULT:MED.
CRITICAL: Chronic sepsis due to fragments. 1D6 DIFF:MED
Procedures needed.
INFECTION:Untreated = -1D12 to location pr week
SEPSIS:Untreated= -1D6 to location pr day
FRAGMENTS:Untreated= -1 HP to location pr hour
SURGERY:One attempt pr SKILL MEDICAL / 2 allowed pr 24 hours .
Round result down .Skill 10 = 4 attempts pr 24 hrs.
Surgical supplies required or penalties will occur
FIRST AID: Subtract 2 from roll on this table if successful first aid is received
*
GM makes hidden roll for CON too see if results /complication should be applied .Noting down all the hits a player character takes in the course of a session is a wise method to keep up.CON check can be modified by GM depending on circumstances i.e suffering burn wounds in a sewer might lead to increased risk of infection .
NEW DAMAGE RULES
-houserules v.2.1 by GM Headquarters-
PURPOSE: to provide more realistic but fast played damage resolution rules.
1 .Basic rules : damage causes loss of hitpoints and affects initiative ,movement ,consciousness etc
IMMIDEATE EFFECTS :
INITIATIVE :
slight -1 int.
serious-2 more int
critical -2 more int and strength halved
LOOSING CONSCIOUSNESS/BLACK OUT :
Immediately on going into the negative the player rolls a dice for loss of consciousness and also at the start of each phase when taking action.
If seriously wounded CON score is the % chance on the D10 of staying awake –i.e CON 8 is an 80% chance.
Blackout lasts until next phase-roll is repeated to gain consciousness.
A roll of 10 always means losing consciousness.
If critically wounded the player rolls a D100 using CON to decide chance .CON 8 gives an 8 % chance.
A character can take a negative amount of-200% HP before death .A HP score of CHEST 25means that at minus 51 character is dead.
Critical wounds to head does not mean instant death.
BLEEDING TO DEATH :
Upon reaching serious level wounded character looses blood at a rate that will kill within 10 minutes if not treated .
Upon reaching critical level wounded character looses blood at a rate that will kill within 5 minutes if not treated .
TREATMENT/FIRST AID :to stop bleeding is dependant on circumstance and wound severity and type .GM can modify accordingly at discretion.
SLIGHT :EASY:MEDICAL
SERIOUS : AVERAGE: MEDICAL
CRITICAL : DIFFICULT MEDICAL
Pers. med . kit +1 , doctors medkit +2 . Treatment MUST include applying bandages ,tourniquets, improvised pressure clamp etc . Cannot be done with nothing.
Performing first aid on your self is one level more difficult and means staying conscious for minimum 30 sec.Arms/Legs often easier to do yourself – GM decides.
RECOVERY:
SLIGHT WOUNDS :10 days.EASY:MEDICAL ½ time. No MEDICAL treatment adds ½ time. PERS. MED KIT +1, DOCTORS MED KIT +3
SERIOUS WOUNDS : 22 days.AVG:MEDICAL ½ time. No MEDICAL treatment adds ½ time. PERS. MED KIT +1, DOCTORS MED KIT +3
CRITICAL WOUNDS: 40 days.DIFFICULT:MEDICAL ½ time. No MEDICAL treatment adds ½ time. PERS. MED KIT +1, DOCTORS MED KIT +3
INSUFFICIENT REST,FOOD,WATER,SHELTER: + ½ time. Any work,movement or combat adds time as pr GM discretion. Effects are cumulative.
2.CRITICAL HITS:
Critical hits means wound affects internal organs ,arteries ,bones or other that make injury grave.Usually this means uncontrollable hemorrhaging leading to desanguination or indeed exsanguinations .Critical hits refer to both internal bleeding and other forms of bleeding at dangerous levels.
Critical hits also refer to shock in the medical sense of the word .Any injury can cause shock –although in game terms a critical hit is needed to bring about shock.
(Hypovolemic and cardiogenic will likely be the main types of shock in-game ,but septic shock or obstructive shock are also likely).
The term “Bleed Time” in the critical hit tables refers to exsanguinations has occurred or to the refractory or irreversible state of shock has occurred .In-game we shall not be discussing what came first –exsanguinations or refractory shock.
Risk of critical hits occur each time a character is wounded. The GM rolls a D10 , the number of penetrating damage dice equals the chance of it being a critical hit.
Example: a hit from a rifle with damage 3 on an unarmored target gives a 30%chance of critical hit on the GMs D10 result roll. (If 2 dice were subtracted due to body armour ,the chance is 10%.)
Each critical hit means consulting location specific CRITICAL TABLES for result. The table lists different results for critical and serious wound levels.
3.TREATING CRITICAL HITS /FIRST AID:
Treatment Follows wound severity in difficulty. One attempt takes 6 phases .It stops bleeding ,covers wound surface and improves chance of avoiding infection or complication .SLIGHT WOUNDS are EASY ,SERIOUS WOUNDS are AVERAGE and CRITICAL WOUNDS are DIFFICULT.
TREATING SHOCK : In hypovolemic shock, usually hemorrhagic shock caused by traumatic injury, it is necessary to immediately control the bleeding and restore the casualty's blood volume by giving infusions of isotonic crystalloid solutions.(IV-drip).
In case of respiratory insufficiency (i.e. diminished levels of consciousness, hyperventilation due to acid-base disturbances or pneumonia) intubation and mechanical ventilation may be necessary.
TREATING BLEEDING : a variety of techniques ranging from – APPLYING PRESSURE TO WOUND/PRESSURE BANDAGE, GLUEING WOUND TOGETHER,POWDERED COAGULANTS/OTHER,TOURNIQUES,RAISING WOUND HIGHER THAN HEART etc
Please note that preventing complications and infections are covered in a separate section (table 6.) These are medical procedures that involve hours of surgery or weeks of care .
WOUND SEVERITY INCREASE: Actions such as combat may ad damage point to locations already wounded. GM will pr discretion add damage as combat unfolds.
Successful treatments can fall apart / become worse: if strained. New Medical check using treating characters skill is made with appropriate difficulty level .GM decides. Example: running with a bandage can make it come of. Medics skill was 5 .GM decides its an AVERAGE strain for the bandage. Wounded char roll using medics skill.
All critical hits must be treated like this unless otherwise stated in tables.
4. LOCATION SPECIFIC CRITICAL TABLES:
D10 RESULT CRITICAL HITS TABLE HEAD
1 SERIOUS :Bleed time :10 min
CRITICAL : Bleed time 5 min
2 SERIOUS :Bleed time 10 min .Shock. Medical check one level more difficult
CRITICAL: Bleed time : 5 min .Shock .Medical check one level more difficult
3 SERIOUS: Bleed time .Shock .10 min
CRITICAL :Bleed time Shock. 5 min
4 SERIOUS : Bleed time 5 min .Shock .Loss of hearing: OBS-1
CRITICAL : Bleed time 2 ½ min. Shock. Loss of hearing OBS -2
5 SERIOUS: bleed time 5 min . Shock Disfigurement :CHARISMA -1**
CRITICAL : bleed time 2 ½ min . Shock Disfigurement : CHARISMA -2**
6 SERIOUS :bleed time 5 min .Hemorrhaging.
Horrible disfigurement :CHARISMA -1D6**
CRITICAL :bleed time 2 ½ min .Hemorrhaging
Horrible disfigurement :CHARISMA -1D6**
7 SERIOUS : bleed time 10 min. Internal hemorrhaging
Loss of eyesight : AG-1 ,OBS-2
CRITICAL: bleed time 5 min. Internal hemorrhaging .
Loss of eyesight : AG-2 ,OBS-3
8 SERIOUS: bleed time 10 min. Internal hemorrhaging.
Brain damage :INTEL : -1
CRITICAL: bleed time 5 min. Internal hemorrhaging.
Brain damage :INTEL : -2
9 SERIOUS: bleed time 10 min . Internal hemorrhaging
Brain damage: INTEL: - 2, 1D6 skills -1D6 points*
CRITICAL: bleed time 5 min. Internal hemorrhaging
Brain dmg. :INTEL: -3 , 1D6 skills -1D6 points
10 SERIOUS :bleed time 1 min. Extreme Hemorrhaging. Difficult medical to treat
CRITICAL: Immediate death
*
**
What skills are determined by numbering all skills with points.
Rolling a dice with the closest number till selection is done.
Certain types of damage lends themselves to disfigurement result.
Fire, acid etc GM decides.
D10 RESULT CRITICAL HITS TABLE CHEST
1 SERIOUS :bleed time 10 min.
CRITICAL: bleed time 5 min
2 SERIOUS : bleed time 10 min.
CRITICAL :bleed time 5 min
3 SERIOUS : Shock .bleed time 10 min.
CRITICAL :Shock. bleed time 5 min.
4 SERIOUS: Shock.bleed time 10 min.
CRITICAL: Hemorrhaging. bleed time 5 min.
5 SERIOUS: Hemorrhaging bleed time 5 min.
CRITICAL: Internal hemorrhaging. Bleed time 2 ½ min.
6 SERIOUS: bleed time 10 min.Lung damage: Lungs fill w/blood. Hemorrhaging.
Must make CON -1 each turn (6th phase) until treated. Average medical.
Failed checks accumulate -1 penalty. When at 0, character has drowned.
CRITICAL: bleed time 5 min. SAME AS OVER. CONCHECK PEN - 2
7 SERIOUS: bleed time 10 min .Spinal damage:10% chance of paralysis pr phase
moved w/o stretcher or pr obstacle negated Absolute rest min.4 months
CRITICAL: bleed time 5 min. SAME AS OVER. RISK 20%
8 SERIOUS: bleed time:10 min .Cardiogenic shock: AVG: medical or char dies in
CON/2 minutes, Heart failure.
CRITICAL: bleed time 5 min. SAME AS OVER but DIFFICULT :MEDICAL
9 SERIOUS: bleed time 10 min. Heart failure: Difficult medical or char dies
in CON/2 minutes Cardiogenic shock
CRITICAL: bleed time 5 min. SAME AS OVER but TIME IS CON/4 minutes
10 SERIOUS: Massive Internal hemorrhaging.2 min bleed time.
Difficult medical to stop.
CRITICAL:SAME AS OVER . Bleed time 1 min.
D10 RESULT CRITICAL HITS TABLE ABDOMEN
1 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
2 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
3 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
4 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min .Hemorrhaging.
5 SERIOUS: bleed time 5 min. Hemorrhaging.
CRITICAL: bleed time 2 ½ min. Hemorrhaging.
6 SERIOUS: bleed time 10 min.Gutshot. Internal hemorrhage. ADD +3 to the
INFECTION ROLL
CRITICAL: bleed time 5 min .GUTSHOT. Internal hemorrhaging .
ADD+4 to INFECTION ROLL
7 SERIOUS: bleed time 10 min.Gutshot. Internal hemorrhaging
Add +3 to INFECTION ROLL
CRITICAL: bleed time 5 min .GUTSHOT. Internal hemorrhaging
ADD+4 to INFECTION ROLL
8 SERIOUS: bleed time 5 min.Gutshot. Add +4 to INFECTION ROLL
CRITICAL: bleed time 2 ½ min .GUTSHOT. ADD +5 to INFECTION ROLL
9 SERIOUS: bleed time 5 min. Artery rupture.2 DIFFICULT:MEDICAL checks
to treat .
CRITICAL: bleed time 2 min . SAME AS OVER . 3 DIFFICULT: MEDICAL
10 SERIOUS: Massive internal bleeding. Time 2 min.. AVG:MEDICAL to stop.
CRITICAL: SAME AS OVER. But DIFFICULT:MEDICAL
D10 RESULTCRITICAL HITS TABLE ARMS
1 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
2 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
3 SERIOUS: bleed time 10 min.
CRITICAL: bleed time 5 min
4 SERIOUS: bleed time 10 min. Shock
CRITICAL: bleed time 5 min .Shock
5 SERIOUS: bleed time 5 min. Shock
CRITICAL: bleed time 2 ½ min. Hemorrhaging
6 SERIOUS: bleed time 10 min. Nerve damage loss of skill -2 points random skill.
CRITICAL: bleed time 5 min.SAME AS OVER but -3
7 SERIOUS: bleed time 10 min. Nerve damage loss of skill -3 points random skill.
CRITICAL: bleed time 5 min.SAME AS OVER but -4
8 SERIOUS: bleed time 10 min. Nerve damage loss of STR -1 .
CRITICAL: bleed time 5 min. SAME AS OVER .
9 SERIOUS: bleed time 5 min .Loss of fingers.Random skill -4.Hemorrhaging
CRITICAL: bleed time 2 ½ min.SAME AS OVER but -5 Hemorrhaging
10 SERIOUS: bleed time 5 min. Muscle damage .STR-1.Hemorrhaging
CRITICAL: bleed time 2 1/2 min. Loss of limb. STR- ¼ round down.
D10 RESULT CRITICAL HITS TABLE LEGS
1 SERIOUS: bleed time 10 min. Hemorrhaging
CRITICAL: bleed time 5 min. Hemorrhaging
2 SERIOUS: bleed time 10 min. Hemorrhaging
CRITICAL: bleed time 5 min Hemorrhaging
3 SERIOUS: bleed time 10 min. Hemorrhaging
CRITICAL: bleed time 5 min. Shock
4 SERIOUS: bleed time 10 min. Shock
CRITICAL: bleed time 5 min.Shock
5 SERIOUS: bleed time 5 min.Shock
CRITICAL: bleed time 2 ½ min,Shock
6 SERIOUS: bleed time 10 min. Nerve damage. Movement impaired -1 m /phase
CRITICAL: bleed time 5 min .SAME AS OVER but -2 m / phase. Hemorrhaging
7 SERIOUS: bleed time 10 min. Nerve damage. Movement impaired -2 m/ phase.
CRITICAL: bleed time 5 min. SAME AS OVER but handicap is -3 m /phase.
8 SERIOUS: bleed time 10 min. Nerve damage loss of STR -1 . Hemorrhaging
CRITICAL: bleed time 5 min. SAME AS OVER . Hemorrhaging
9 SERIOUS: bleed time 5 min .Loss of toes. AG – 1 Hemorrhaging
CRITICAL: bleed time 2 ½ min. SAME AS OVER but -2 Hemorrhaging
10 SERIOUS: bleed time 5 min. Muscle damage .STR-1. Internal Hemorrhaging
CRITICAL: bleed time 2 1/2 min. Loss of limb. STR- ¼ round down.
Internal Hemorrhaging.
5..COMPLICATIONS AND INFECTIONS :
Infection and or complications can be the result of any wound no matter the wound severity level.Character must make a check against CONSTITUTION.
GM decides if check is easy ,average or difficult depending on circumstances and wound type .Burns are more prone to infection etc .
The GM consults his damage results table to determine complication if any . (TABLE 6) ,depending on CON check result is applied .
Proper first aid or rapid medical treatment will improve chance of avoiding a bad result .In many climates and environments this must done immediately or within minutes of the injury . SUCCESSFUL FIRST AID FOLLOWS WOUND SEVERITY. Pers.med kit +1 ,doctors med kit+2. One attempt allowed pr turn (6th phase)
Most complications are readily treatable ,and are a matter of time and resources. Others require more effort , and some are difficult to recover fully from .
6. COMPLICATIONS AND INFECTIONS TABLE
D10 RESULT EFFECT ON WOUNDED CHARACTER
1
CON/EASY* SLIGHT: -
SERIOUS: -
CRITICAL: small infection. EASY:MEDICAL to treat
2
CON/EASY* SLIGHT: -
SERIOUS: small infection .EASY:MEDICAL to treat
CRITICAL: small infection. EASY: MEDICAL to treat
3
CON/EASY* SLIGHT: -
SERIOUS: slight infection. EASY:MEDICAL to treat
CRITICAL: slight infection. EASY:MEDICAL to treat
4
CON/AVG* SLIGHT: slight infection. EASY:MEDICAL to treat
SERIOUS: medium infection. AVG:MEDICAL to treat
CRITICAL: medium infection. AVG:MEDICAL to treat
5
CON/AVG* SLIGHT: medium infection. AVG:MEDICAL to treat
SERIOUS: medium infection. AVG:MEDICAL to treat
CRITICAL: serious infection. DIFFICULT:MEDICAL to treat
6
CON/AVG* SLIGHT: medium infection. AVG:MEDICAL to treat
SERIOUS: medium infection. AVG:MEDICAL to treat
CRITICAL: serious infection. DIFFICULT:MEDICAL to treat
7
CON/DIFF* SLIGHT: medium infection. AVG:MEDICAL to treat
SERIOUS: serious infection. DIFFICULT:MEDICAL to treat
CRITICAL: SEPSIS. Surgery needed AVG:MED.
8
CON/DIFF* SLIGHT: Serious infection. DIFFICULT:MEDICAL to treat
SERIOUS: : SEPSIS .Surgery needed AVG:MED.
CRITICAL: SEPSIS. Surgery needed DIFFICULT:MED.
9
CON/DIFF* SLIGHT: Serious infection. DIFFICULT:MEDICAL to treat
SERIOUS: : SEPSIS. Surgery needed AVG:MED.
CRITICAL: SEPSIS. Surgery needed DIFFICULT:MED.
10
CON/DIFF* SLIGHT:SEPSIS. Surgery needed.AVG: MEDICAL
SERIOUS:FRAGMENT. Surgery needed .DIFFICULT:MED.
CRITICAL: Chronic sepsis due to fragments. 1D6 DIFF:MED
Procedures needed.
INFECTION:Untreated = -1D12 to location pr week
SEPSIS:Untreated= -1D6 to location pr day
FRAGMENTS:Untreated= -1 HP to location pr hour
SURGERY:One attempt pr SKILL MEDICAL / 2 allowed pr 24 hours .
Round result down .Skill 10 = 4 attempts pr 24 hrs.
Surgical supplies required or penalties will occur
FIRST AID: Subtract 2 from roll on this table if successful first aid is received
*
GM makes hidden roll for CON too see if results /complication should be applied .Noting down all the hits a player character takes in the course of a session is a wise method to keep up.CON check can be modified by GM depending on circumstances i.e suffering burn wounds in a sewer might lead to increased risk of infection .