Adjusting Lethality In Version 2.2
As many of you know, I already bumped rifles to a D10 for Damage and use multiple dice for my Melee weapons and multiple STUN Dice for my HTH Combat damages. Those are just the beginning of how I modify lethality in a V2.2 game.
HIT POINTS PER LOCATION:
I also adjust the Hit Points per Location and give each location a STUN Modifier which adjusts HTH Combat's less lethal damage. I also add or change some of the Wound Levels.
HIT POINTS BY WOUND LEVELS STUN MULTIPLIERS:
The base Hit Points below represent the number of Hit Points for EACH Wound Level. There are FIVE Wound Levels.
* Lightly Wounded (equal to a Scratch Wound in RAW). Base Hit Points
* Moderately Wounded (equal to a Light Wound in RAW). 2 X Base HP
* Seriously Wounded. 3 X Base HP
* Critically Wounded. 4 X Base HP
* A Deadly Wound. @5 X Base HP
Each location has the following BASE Hit Points and STUN Multipliers.
Head: CON in Base HP. STUN X 2
Chest: [CON+STR] in Base HP. STUN X 1
Abdomen: [CON+STR] in Base HP. STUN X 1.5
Legs: [CON+CON+STR] in Base HP. STUN X 0.5
Arms: [CON+STR+STR] in Base HP. STUN X 0.5
WOUND DAMAGE & EFFECTS:
When you are wounded, you suffer the following effects.
Lightly Wounded: Base HP.
* -1 to Initiative rolls
* Must roll [STR + AGL] to Sprint (8m/sec)
* Add 1 Threat Condition
The effects of a Light wound can be countered by a mild pain reliever such as Asprin, Tylenol, or Ibuprofin. Treating a Light Wound is EASY: MEDICAL or ROUTINE: FIRST AID. The wounded individual will heal CON in Hit Points per day until the light wound is healed.
Moderately Wounded: 2 X Base HP.
* -2 to Initiative rolls.
* May NOT Sprint (8m/sec)
* Has a PENALTY of 1 to their rolls on all Physical Tasks
* Add 2 Threat Conditions
The effects of a Moderate Wound can be reduced to those of a Light Wound by taking the same over-the-counter pain killers above. Treating a Moderate Wound is a ROUTINE: MEDICAL or an AVERAGE: FIRST AID. The wound will heal at a rate of the PC's CON per day.
Seriously Wounded 3 X Base HP
* -3 to Initiative rolls.
* May NOT Sprint (8m/sec), must roll [STR+AGL] to run (6m/sec)
* Suffers a Difficulty Shift of one Level on ALL PHYSICAL Task rolls.
* ALL Physical Attributes are reduced by 1 point for Any Attribute checks.
* Add 3 Threat Conditions
A Serious Wound that is inflicted in a SINGLE BLOW/ATTACK may require a Minor Surgery (roll CON+WILL to avoid this need) to correct so healing can begin. This will require a Doctor's Medical Kit and is a ROUTINE: MEDICAL (SURGERY qualification) or a DIFFICULT: MEDICAL (no qualification) Task roll to succeed. IF the PC/NPC has a Field Surgical Kit, give them a bonus of 1 to their roll. In such instances, the wounded individual will have burns, stitches, or a glued wound, and the chance of infection is doubled.
If damage is simply cumulative damage, then an AVERAGE: MEDICAL or a DIFFICULT: FIRST AID roll is needed (effectively a pressure dressing). The effects of a Serious Wound can be reduced to those for a Moderate Wound IF the individual is given an oral or injectable painkiller such as Percodan, Lidocaine/Novacaine (injected or topical on the wound), or high dose Codeine. In both cases, the PC will heal CON in hit points each WEEK.
Critically Wounded: 4 X Base HP
* -4 to Initiative rolls
* May NOT Sprint (8m/sec) or Run (6m/sec)
* Suffers a TWO Difficulty Level Shift to all Physical tests/tasks.
* All Physical Attributes are reduced to HALF (rounding up)
* Add 4 Threat Conditions
* Make a "saving throw" by Rolling OVER each Physical Attribute or lose 1 point just like when you age in character creation.
IF the damage was done in a SINGLE HIT, the PC must roll [CON+WILL] to avoid needing a major surgical intervention. A success STILL requires a Minor Surgery as described in the Serious Wounds section above. A Major Surgery will require general anesthesia and blood or plasma and requires a field surgical kit to perform. This task is an AVERAGE: MEDICAL (SURGICAL Qualification) or a FORMIDABLE: MEDICAL to perform and MUST succeed for healing to begin. Infection chances are doubled as for Serious Wounds above.
A PC/NPC needing a Surgical Intervention will continue to lose [10+1D10-CON] hit points per hour unless stabilized. A regular person can stabilize a Critically Wounded individual, but this requires either a DIFFICULT: MEDICAL or a FORMIDABLE: FIRST AID roll and a doctor's medical kit. If successful, the patient will be stable (lose no hp) for CON in hours.
IF the wound is a result of cumulative damage, then treating it is a DIFFICULT: MEDICAL or a FORMIDABLE: FIRST AID. The wounded individual will heal their CON in hit points every WEEK. The administering of pain relievers will reduce the Wound's effects to that of a Serious Wound, but only injectable Morphine or Demerol, or oral Oxycontin will work.
Deadly Wounds: 5 X Base HP@
@Deadly wounds are unique in that you hit the Deadly Wound Threshold at 5 X Base Hit Points, but you only have WILL + CON in total hit points in all locations at this level. Exceed those, and YOU DIE!
* You are NOT CONSCIOUS unless you roll [CON+WILL].
* You may NOT act... unless the GM allows you a final heroic action. this requires a DIFFICULT TEST of [CON + WILL].
* IF you can act, you have -5 to initiative rolls, all scores are counted as 1 for Attribute tests, You suffer a THREE LEVEL Difficulty shift, AND DISADVANTAGE on all tasks.
A person suffering a Deadly Wound may be stabilized by a person using a doctor's medical kit. This is a FORMIDABLE: MEDICAL or IMPOSSIBLE: FIRST AID. IF the damage was done in a SINGLE ATTACK, the chance to Stabilize becomes FORMIDABLE: MEDICAL (SURGERY qualification) or IMPOSSIBLE: MEDICAL. In addition, the wounded patient will need a number of units of plasma or blood equal to [11-CON then divide the result by 2] to remain stable. A PC suffering a Deadly wound will remain Stable for [CON+WILL] in minutes unless they fall back to a critical condition (see below).
A successful roll to Stabilize will immediately reduce the PC's/NPC's damage by 1 point for a normal roll, 2 points for an Outstanding Success, and 4 points for an Exceptional success. IF this reduces damage to a Critical Wound level, the PC is now stabilized and will not die.
A PC/NPC at the Deadly Wound Threshold who got there in a single hit will need Major Invasive Surgery. This requires at least a field surgical kit and [15- CON] units of Blood or Plasma and [12 - CON] units of Sterile Saline. IF the doctor has access to a Mobile Surgical Suite, a bonus of -1 is applied to the roll. It is a FORMIDABLE: MEDICAL SURGERY (qualification) or an IMPOSSIBLE: MEDICAL Task. Success results in the patient being reduced to a Critical injury.
HELPNG THE HEALING:
If a person with the MEDICAL skill and a Doctor's Medical Kit rolls an AVERAGE: MEDICAL task, the patient will gain 1 HP in added healing for that time period. An Outstanding Success will heal 2 added HP and an Exceptional Success will heal 4 added HP to the patient's CON total.
STUN DAMAGE & FATIGUE:
Unlike Wound Damage, there is only ONE TRACK for Stun Damage. This same track is also used to record FATIGUE Levels too. Stun Damage and Fatigue are basically interchangeable and you recover from BOTH very quickly. This system was pioneered by Twilight2013 and Games studio 93 deserved credit for the stun damage system.
STUN WOUND/FATIGUE LEVELS:
Lightly Fatigued/Wounded: [CON+STR+WILL]
* -1 to initiative rolls
* Must roll a check of [STR + AGL] to Sprint (8m/sec)
* Add 1 Threat Condition.
Moderately Fatigued/Wounded: [CON+STR+WILL] X 2
* -2 to initiative rolls
* May not Sprint (8m/sec)
* Has a Penalty of 1 on all skill checks and Attribute rolls.
* Add 2 Threat Conditions
Seriously Fatigued/Wounded:[CON+STR+WILL] X 3
* -3 to initiative rolls, may not Sprint (8m/sec)
* Must roll a check of [STR+AGL] to Run (6m/sec)
* Suffers an increase in Difficulty of one Level for all checks.
* All PHYSICAL Characteristics are considered reduced by 1 point for Attribute checks
* Add 3 Threat Conditions
Critically Fatigued/Wounded: [CON+STR+WILL] X 4
* -4 to initiative rolls
* May not Sprint (8m/sec), or Run (6m/sec), must roll a check of [STR+AGL] to Trot (4m/sec).
* All PHYSICAL Characteristics are HALVED (rounding up). ALL mental Attributes are reduced by 1.
* A TWO-STEP increase in Difficulty Level for all PHYSICAL tasks rolled
* Add 4 Threat conditions
Deadly Fatigued/Wounded: [CON+STR+WILL] X 5
* Must roll [CON+WILL] to avoid unconsciousness each round.
* -5 to initiative rolls.
* May only walk.
* All Characteristics HALVED (round down).
* Any Characteristic reduced to 0 results in the individual passing out.
* ALL tasks THREE Levels harder.
CALCULATING WOUND DAMAGE FROM STUN:
A person who suffers STUN Damage must divide their total Stun Damage (after multiplying by the Location Multiplier) by their CON score (rounding down) to get the amount of WOUND Damage they suffered. This is added to the Damage Track of the Location which was hit.
RECOVERING STUN DAMAGE:
If a person takes a combat round to rest, they may recover the LOWER of CON or WILL in Stun Damage. STUN will automatically regenerate at the rate of CON an hour. You recover CON+WILL per hour of rest.
Last edited by swaghauler; 03-31-2022 at 04:22 PM.
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