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1 <?xml version="1.0"?> |
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2 <!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4//EN" |
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3 "/usr/share/sgml/docbook/dtd/xml/4.2/docbookx.dtd" |
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4 [ |
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5 <!ENTITY % struct-dtd SYSTEM "struct.dtd"> |
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6 %struct-dtd; |
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7 ]> |
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8 <chapter id="sblessures" revision="$Revision: 1841 $ $Name$" |
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9 vendor="1.19" xmlns:xi="http://www.w3.org/2003/XInclude"> |
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10 <title id="stblessures">Wounds</title> |
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11 |
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12 <para>This advanced rules add greatly to the verisimilarity and to |
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13 the graphism of the <link linkend="ssante">health rules</link>. |
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14 They are heavier to manage but mostly only for the critical |
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15 wounds, so adding to the dramatic of such events. More than that, |
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16 since they are add-on to the base system, they can be easily add |
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17 and remove without any consequence to the character, except for an |
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18 additional dramatization of the wounds consequences, and a longer |
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19 recuperation time of the worse wounds. Your players will not be |
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20 able anymore to ignore the consequence of such wounds on their |
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21 characters.</para> |
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22 |
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23 <section id="sblesstypes"> |
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24 <title id="stblesstypes">Wounds</title> |
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25 |
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26 <para>To the <link linkend="sdouleur">Pain</link> and |
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27 <link>Mortality</link> are added the wounds. Those correspond |
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28 to the three <link linkend="tdommagetypes">damage types</link> |
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29 already existing and a character receiving this kind of damage |
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30 will also have a wound of this type.</para> |
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31 |
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32 <para>Each character can't receive only a limit number of each |
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33 wounds. The maximum allowed for an humanoid is represent in |
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34 <xref linkend="tblessures"/>, but this number can vary for |
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35 creatures which have independent critical centers (like worms or |
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36 hydra), or with a very thick skin permitting them to absorb many |
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37 more light wounds than usually. When a character get there |
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38 maximum number of wounds in a level and receive a new wound of |
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39 this type, the wound gravity automatically increase by one |
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40 level. If the next level is already full, the gravity increase |
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41 again to the next level. Finally, if the character got more |
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42 critical wounds than her racial maximum, the hit is |
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43 fatal.</para> |
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44 |
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45 <example id="xblessgrave"> |
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46 <title id="xtblessgrave">Receiving a wound</title> |
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47 |
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48 <para>A man already have his maximum in light wounds and get a |
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49 new one. The wound received automatically became a grave |
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50 wound. If he also have his maximum in grave wounds, the wound |
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51 become critical. Finally, if he already has a critical wound |
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52 (his maximum), the hit, although light at the start, are |
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53 mortal for him.</para> |
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54 |
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55 </example> |
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56 |
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57 <table frame="all" id="tblessures"> |
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58 <title id="ttblessures">Wounds</title> |
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59 <tgroup cols="9" align="center"> |
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60 <colspec colnum="1" colname="type" align="left" colwidth="0.9in"/> |
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61 <colspec colnum="2" colname="maximum" colwidth="0.7in"/> |
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62 <colspec colnum="3" colname="douleur" colwidth="0.7in"/> |
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63 <colspec colnum="4" colname="limite" colwidth="0.7in"/> |
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64 <colspec colnum="5" colname="instable" colwidth="0.7in"/> |
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65 <colspec colnum="6" colname="stable" colwidth="0.7in"/> |
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66 <colspec colnum="7" colname="surveillance" colwidth="0.7in"/> |
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67 <colspec colnum="8" colname="guerison" colwidth="0.7in"/> |
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68 <colspec colnum="9" colname="difficulte" colwidth="0.7in"/> |
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69 |
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70 <spanspec namest="instable" nameend="surveillance" spanname="periode"/> |
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71 <thead valign="middle"> |
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72 <row> |
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73 <entry>Type</entry> |
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74 <entry>Max.</entry> |
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75 <entry>Mort.</entry> |
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76 <entry>Pain</entry> |
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77 <entry spanname="periode">Periodicity</entry> |
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78 <entry>Heal</entry> |
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79 <entry>Diff.</entry> |
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80 </row> |
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81 <row> |
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82 <!-- Hack because xmltex doesn't support morerows --> |
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83 <entry></entry> |
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84 <entry></entry> |
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85 <entry></entry> |
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86 <entry></entry> |
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87 <entry>Unstable</entry> |
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88 <entry>Stable</entry> |
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89 <entry>Watch</entry> |
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90 </row> |
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91 </thead> |
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92 <tbody> |
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93 <row> |
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94 <entry>light</entry> |
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95 <entry>4</entry> |
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96 <entry>1</entry> |
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97 <entry>3</entry> |
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98 <entry>1 h</entry> |
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99 <entry>1 w</entry> |
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100 <entry>1 d</entry> |
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101 <entry>2 d</entry> |
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102 <entry>-1</entry> |
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103 </row> |
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104 <row> |
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105 <entry>grave</entry> |
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106 <entry>2</entry> |
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107 <entry>3</entry> |
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108 <entry>5</entry> |
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109 <entry>15 min</entry> |
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110 <entry>1 d</entry> |
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111 <entry>6 h</entry> |
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112 <entry>1 w</entry> |
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113 <entry>-3</entry> |
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114 </row> |
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115 <row> |
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116 <entry>critical</entry> |
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117 <entry>1</entry> |
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118 <entry>5</entry> |
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119 <entry>10</entry> |
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120 <entry>15 s</entry> |
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121 <entry>6 h</entry> |
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122 <entry>1 h</entry> |
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123 <entry>2 w</entry> |
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124 <entry>-5</entry> |
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125 </row> |
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126 </tbody> |
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127 </tgroup> |
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128 </table> |
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129 |
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130 </section> |
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131 |
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132 <section id="sblessdouleur"> |
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133 <title id="stblessdouleur">Wounds, Pain and Mortality</title> |
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134 |
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135 <para>When a character got some wounds, he got a fix number of |
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136 <link linkend="sdouleur">pain points</link> and mortality |
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137 points. This quantity is represent under the |
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138 <literal>Pain</literal> and <literal>Mortality</literal> columns |
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139 of <xref linkend="tblessures"/>, and correspond to those of |
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140 <xref linkend="tdommagetypes"/>. Although the <link |
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141 linkend="sdouleur">consciousness roll</link> still apply, the |
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142 <link linkend="smortalite">mortality roll</link> aren't |
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143 necessary anymore.</para> |
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144 |
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145 <para>The Mortality aren't get back as before. This last one |
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146 follow exactly the quantity and type of the wounds. For |
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147 example, a character which see her light wound becoming a grave |
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148 one will get also two more mortality points. Another which heal |
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149 entirely his critical wound will have 5 less mortality points. |
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150 Also, no mortality roll is done, since it is replace with the |
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151 limit on the number of wounds.</para> |
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152 |
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153 </section> |
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154 |
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155 <section id="sstabilite"> |
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156 <title id="ststabilite">Wounds Stability</title> |
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157 |
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158 <para>When a wound happen, its state is automatically unstable. |
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159 It then have some chance to became aggravated. As long as the |
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160 wound is unstable, the PC must do a survival roll (Cp+Rs at 0 |
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161 plus the pain penalty) to avoid an aggravation of the wound (to |
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162 the next level) and its consequences. This survival roll must |
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163 be done after each period corresponding to the worst wound, in |
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164 <xref linkend="tblessures"/> under the <literal>Unstable |
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165 Periodicity</literal> column. If the wound is stable, the |
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166 period is shorten as indicated in the <literal>Stable |
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167 Periodicity</literal> column. When the roll is fail, it's |
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168 always the worst wound which is affected. If the state was |
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169 stable, the wound became unstable. If the state was unstable, |
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170 the wound is then replace by one on the next higher gravity, and |
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171 receive as much pain points as if she had receive a whole new |
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172 wound at this level. However, the Mortality is simply replace |
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173 by the one of the new wound level.</para> |
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174 |
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175 <para>To stabilize the wounds, it's enough to make a first aid |
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176 roll with a difficulty corresponding to the sum of difficulty of |
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177 each wounds. The difficulty for each wound is indicate in <xref |
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178 linkend="tblessures"/> under the <literal>Difficulty</literal> |
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179 column. A successful roll permit to stabilize all wounds |
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180 actually unstable. As long as a wound is unstable, no |
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181 recuperation of pain or wounds is possible. Also, for the grave |
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182 and critical wounds, a rough physical activity can aggravated |
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183 the wound, either this one is stabilize or not.</para> |
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184 |
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185 <example id="xstabilite"> |
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186 <title id="xtstabilite">Wounds Aggravation and Stabilization</title> |
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187 |
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188 <para>Geraldine has two light wounds and a grave which are all |
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189 unstable. She must succeed in a Cp+Rs-Pain each 15 minutes to |
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190 avoid to see their wounds aggravated. If at one moment, she |
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191 miss the roll, her grave wound would became critical, she'd |
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192 get 10 more pain points as if it was a new critical wounds, |
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193 but she'd only have 2 more mortality points.</para> |
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194 |
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195 <para>To avoid this, Geraldine must stabilize her wounds. |
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196 Either by herself (don't forget that the pain count double: |
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197 one as the action normal difficulty, and another as a general |
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198 action difficulty) or by a rescue team, a successful First Aid |
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199 roll at (-1 -1 -3 =) -5 will permit to stabilize all unstable |
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200 wounds of Geraldine.</para> |
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201 |
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202 </example> |
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203 |
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204 </section> |
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205 |
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206 <section id="srepos"> |
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207 <title id="strepos">Therapeutic Rest</title> |
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208 |
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209 <para>When a character is wounded, she must take some rest. The |
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210 minimal period of rest is give in <xref linkend="tblessures"/> |
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211 under the <literal>Heal</literal> column. During this period, |
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212 the victim must rest as indicate by the gravity of her worst |
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213 wound, and must be check regularly on a frequency indicate under |
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214 the <literal>Watching</literal> column for the worst type. If |
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215 one of the checks is neglected, the patient must succeed a |
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216 survival roll or see all her wounds becoming unstable again. |
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217 The rest period must then be taken back to the start. Even if |
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218 the roll is successful, such a miss will add a -1 penalty |
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219 cumulative to every next <link |
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220 linkend="sstabilite">survival</link> or <link |
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221 linkend="sguerison">heal rolls</link>, and that, as long as the |
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222 character hasn't totally recuperate from her wound.</para> |
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223 |
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224 <example id="xrepos"> |
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225 <title>Periodical Check</title> |
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226 |
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227 <para>Geraldine, after having her wounds stabilized with |
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228 success, begin her rest period. Her worst wound being grave, |
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229 she must be checked every 6 hours. She must so have some |
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230 minor health care (disinfection, etc.) four time a day.</para> |
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231 |
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232 <para>After 12 hours, Geradine's companions are tired and forget |
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233 to clean the wounds. Geraldine must so make a <link |
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234 linkend="sstabilite">survival roll</link> to check if her |
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235 wounds doesn't became unstable again. She roll Cp+Rs (without |
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236 the racial bonus) for +8, with a difficulty equal to her |
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237 current pain point, -5, which is also her current minimum (for |
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238 her mortality points). If she fail, Geraldine's wounds would |
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239 become unstable and she then must make survival rolls every 15 |
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240 minutes to avoid seeing her wounds aggravate.</para> |
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241 |
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242 <para>Luck is on her side however, and Geraldine successfully |
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243 roll. Although her companions continue to take care of her |
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244 after this, all her next survival and healing rolls after this |
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245 one will got a -1 penalty, until the complete healing of her |
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246 wounds.</para> |
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247 |
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248 </example> |
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249 |
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250 </section> |
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251 |
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252 <section id="sguerison"> |
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253 <title>Healing of the wounds</title> |
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254 |
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255 <para>The wounds health from the lightest one to the most grave |
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256 one, successively. For this, the character must rest for the |
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257 prescribe time for the least grave wounds under the |
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258 <literal>Healing</literal> column of <xref |
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259 linkend="tblessures"/>. After this lapse, the healers can try a |
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260 healing roll on the wound difficulty. The healing roll is done |
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261 with an appropriate competency, with the difficulty |
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262 corresponding to the type of wound health, added with all |
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263 penalties accumulated for the check periods missed. If the roll |
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264 is successful, the gravity of the wound go down one rank, a |
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265 light wound disappearing completely. In particular, the |
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266 mortality points go down from the old to the new level of the |
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267 wound.</para> |
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268 |
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269 <para>As long as the roll is successful, the character can try |
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270 another roll for each wounds of the <emphasis>same</emphasis> |
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271 level she has. If the roll fail, the victim state became |
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272 unstable, with the periodicity of the more grave wound. |
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273 However, and until the state became stable again, it's the wound |
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274 on which the roll were made that aggravated, not the more grave |
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275 as usual.</para> |
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276 |
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277 <example id="xguerison"> |
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278 <title>Healing</title> |
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279 |
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280 <para>After two days of peaceful rest, Geraldine has receive, |
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281 except for the first 12 hours, all the necessary care for a |
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282 healing. Her companions can now try to heal her light wounds. |
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283 The best healer of the group have a -2 level for the healing |
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284 roll, and the GM add a penalty of -1 for the lack of good |
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285 tools. The difficulty for a light wound is -1, with a added |
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286 penalty of -1 for the missed check on the first check period. |
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287 So, the total difficulty is -3 (-1 for the equipment, -1 for |
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288 the light wound and -1 for the miss check) with a level of -2. |
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289 The healer rolls the dice and get a +6! The first light wound |
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290 is healed and disappear, Geraldine get another point of |
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291 mortality and we can go to the next wound (same |
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292 difficulty).</para> |
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293 |
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294 <para>Helas, this time, the roll fail and the Geraldine's health |
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295 state become unstable. Geraldine must do a survival roll each |
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296 15 minutes or see her state aggravate. Hopefully, this give |
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297 far enough time for the her companion to stabilize her state. |
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298 If, however, their rolls all fail, Geraldine's light wound |
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299 would aggravated and became a grave wound. Geraldine will |
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300 then gain 5 new points of pain (and so, must make a <link |
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301 linkend="sdouleur">faintness roll</link>) but gain only 2 |
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302 points of mortality (which will not make her roll for a |
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303 mortality check). If their companions succeed to stabilize |
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304 her state again, they must still wait the end of the next |
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305 healing period to continue Geraldine's treatments.</para> |
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306 |
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307 </example> |
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308 |
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309 </section> |
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310 |
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311 <!-- Les blessures mentales --> |
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312 <section id="sblessmentales"> |
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313 <title id="stblessmentales">Mental Wounds</title> |
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314 |
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315 <para>Mental wounds are a difficult subject. They are slow to |
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316 health and the clinical methods of some era are enough to make |
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317 you crazy by itself, which aren't necessarily the goal.</para> |
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318 |
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319 <para>In Harmonies, the rules for the mental wounds look like |
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320 those for normal wounds, except that the damage roll are against |
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321 the will score (Intuition+Resistance), and that the consequence |
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322 and cares are let to the GM judgment. The types of light, grave |
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323 and critical wounds are replaced with shock, trauma and |
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324 psychosis respectively, and are usually found in the same |
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325 quantity: four shocks, two trauma and one psychosis. After |
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326 this, the character usually became incoherent and so, |
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327 un-playable (or brain dead, if you prefer). The gain of pain |
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328 points is the same and so can be share with normal pain points, |
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329 but the mortality points is replace with craziness points. The |
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330 exact penalty is however let to the GM and can be sporadic or |
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331 link to an external factor. For example, the light fear of |
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332 spiders can only penalize the PC when she was in presence of |
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333 spiders.</para> |
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334 |
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335 <table frame="all" id="tblessmentales"> |
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336 <title id="ttblessmentales">Mental wounds</title> |
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337 <tgroup cols="3" align="left"> |
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338 <colspec colnum="1" colwidth="1.5in"/> |
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339 <colspec colnum="2" align="center" colwidth="1in"/> |
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340 <colspec colnum="3" colwidth="4in"/> |
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341 <thead> |
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342 <row> |
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343 <entry>Type</entry> |
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344 <entry>Penalty</entry> |
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345 <entry>Description</entry> |
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346 </row> |
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347 </thead> |
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348 <tbody> |
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349 <row> |
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350 <entry>Shocks</entry> |
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351 <entry>-1</entry> |
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352 <entry> |
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353 Neural shocks, light fear, compulsive behavior, short |
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354 panics. |
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355 </entry> |
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356 </row> |
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357 <row> |
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358 <entry>Trauma</entry> |
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359 <entry>-3</entry> |
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360 <entry> |
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361 Important fear, schizophrenia. |
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362 </entry> |
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363 </row> |
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364 <row> |
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365 <entry>Psychosis</entry> |
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366 <entry>-5</entry> |
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367 <entry> |
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368 Incoherent thoughts, maniacal behavior, incontrollable |
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369 fear, important panics. |
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370 </entry> |
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371 </row> |
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372 </tbody> |
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373 </tgroup> |
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374 </table> |
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375 |
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376 </section> |
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377 |
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378 </chapter> |
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379 <!-- Keep this comment at the end of the file |
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