bless2.en.sgml
brancharpeges
changeset 0 1397c2bfefa2
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/bless2.en.sgml	Mon Dec 26 19:21:22 2005 -0500
@@ -0,0 +1,395 @@
+<?xml version="1.0"?>
+<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4//EN"
+        "/usr/share/sgml/docbook/dtd/xml/4.2/docbookx.dtd"
+[
+  <!ENTITY % struct-dtd SYSTEM "struct.dtd">
+  %struct-dtd;
+]>
+<chapter id="sblessures" revision="$Revision: 1841 $ $Name$"
+  vendor="1.19" xmlns:xi="http://www.w3.org/2003/XInclude">
+  <title id="stblessures">Wounds</title>
+
+  <para>This advanced rules add greatly to the verisimilarity and to
+    the graphism of the <link linkend="ssante">health rules</link>.
+    They are heavier to manage but mostly only for the critical
+    wounds, so adding to the dramatic of such events.  More than that,
+    since they are add-on to the base system, they can be easily add
+    and remove without any consequence to the character, except for an
+    additional dramatization of the wounds consequences, and a longer
+    recuperation time of the worse wounds.  Your players will not be
+    able anymore to ignore the consequence of such wounds on their
+    characters.</para>
+
+  <section id="sblesstypes">
+    <title id="stblesstypes">Wounds</title>
+
+    <para>To the <link linkend="sdouleur">Pain</link> and
+      <link>Mortality</link> are added the wounds.  Those correspond
+      to the three <link linkend="tdommagetypes">damage types</link>
+      already existing and a character receiving this kind of damage
+      will also have a wound of this type.</para>
+
+    <para>Each character can't receive only a limit number of each
+      wounds.  The maximum allowed for an humanoid is represent in
+      <xref linkend="tblessures"/>, but this number can vary for
+      creatures which have independent critical centers (like worms or
+      hydra), or with a very thick skin permitting them to absorb many
+      more light wounds than usually.  When a character get there
+      maximum number of wounds in a level and receive a new wound of
+      this type, the wound gravity automatically increase by one
+      level.  If the next level is already full, the gravity increase
+      again to the next level.  Finally, if the character got more
+      critical wounds than her racial maximum, the hit is
+      fatal.</para>
+
+    <example id="xblessgrave">
+      <title id="xtblessgrave">Receiving a wound</title>
+
+      <para>A man already have his maximum in light wounds and get a
+        new one.  The wound received automatically became a grave
+        wound.  If he also have his maximum in grave wounds, the wound
+        become critical.  Finally, if he already has a critical wound
+        (his maximum), the hit, although light at the start, are
+        mortal for him.</para>
+
+    </example>
+
+    <table frame="all" id="tblessures">
+      <title id="ttblessures">Wounds</title>
+      <tgroup cols="9" align="center">
+        <colspec colnum="1" colname="type" align="left" colwidth="0.9in"/>
+        <colspec colnum="2" colname="maximum" colwidth="0.7in"/>
+        <colspec colnum="3" colname="douleur" colwidth="0.7in"/>
+        <colspec colnum="4" colname="limite" colwidth="0.7in"/>
+        <colspec colnum="5" colname="instable" colwidth="0.7in"/>
+        <colspec colnum="6" colname="stable" colwidth="0.7in"/>
+        <colspec colnum="7" colname="surveillance" colwidth="0.7in"/>
+        <colspec colnum="8" colname="guerison" colwidth="0.7in"/>
+        <colspec colnum="9" colname="difficulte" colwidth="0.7in"/>
+
+        <spanspec namest="instable" nameend="surveillance" spanname="periode"/>
+        <thead valign="middle">
+          <row>
+            <entry>Type</entry>
+            <entry>Max.</entry>
+            <entry>Mort.</entry>
+            <entry>Pain</entry>
+            <entry spanname="periode">Periodicity</entry>
+            <entry>Heal</entry>
+            <entry>Diff.</entry>
+          </row>
+          <row>
+            <!-- Hack because xmltex doesn't support morerows -->
+            <entry></entry>
+            <entry></entry>
+            <entry></entry>
+            <entry></entry>
+            <entry>Unstable</entry>
+            <entry>Stable</entry>
+            <entry>Watch</entry>
+          </row>
+        </thead>
+        <tbody>
+          <row>
+            <entry>light</entry> 
+            <entry>4</entry>
+            <entry>1</entry>
+            <entry>3</entry>
+            <entry>1 h</entry>
+            <entry>1 w</entry>
+            <entry>1 d</entry>
+            <entry>2 d</entry>
+            <entry>-1</entry>
+          </row>
+          <row>
+            <entry>grave</entry>
+            <entry>2</entry>
+            <entry>3</entry>
+            <entry>5</entry>
+            <entry>15 min</entry>
+            <entry>1 d</entry>
+            <entry>6 h</entry>
+            <entry>1 w</entry>
+            <entry>-3</entry>
+          </row>
+          <row>
+            <entry>critical</entry>
+            <entry>1</entry>
+            <entry>5</entry>
+            <entry>10</entry>
+            <entry>15 s</entry>
+            <entry>6 h</entry>
+            <entry>1 h</entry>
+            <entry>2 w</entry>
+            <entry>-5</entry>
+          </row>
+        </tbody>
+      </tgroup>
+    </table>
+
+  </section>
+
+  <section id="sblessdouleur">
+    <title id="stblessdouleur">Wounds, Pain and Mortality</title>
+
+    <para>When a character got some wounds, he got a fix number of
+      <link linkend="sdouleur">pain points</link> and mortality
+      points.  This quantity is represent under the
+      <literal>Pain</literal> and <literal>Mortality</literal> columns
+      of <xref linkend="tblessures"/>, and correspond to those of
+      <xref linkend="tdommagetypes"/>.  Although the <link
+      linkend="sdouleur">consciousness roll</link> still apply, the
+      <link linkend="smortalite">mortality roll</link> aren't
+      necessary anymore.</para>
+
+    <para>The Mortality aren't get back as before.  This last one
+      follow exactly the quantity and type of the wounds.  For
+      example, a character which see her light wound becoming a grave
+      one will get also two more mortality points.  Another which heal
+      entirely his critical wound will have 5 less mortality points.
+      Also, no mortality roll is done, since it is replace with the
+      limit on the number of wounds.</para>
+
+  </section>
+
+  <section id="sstabilite">
+    <title id="ststabilite">Wounds Stability</title>
+
+    <para>When a wound happen, its state is automatically unstable.
+      It then have some chance to became aggravated.  As long as the
+      wound is unstable, the PC must do a survival roll (Cp+Rs at 0
+      plus the pain penalty) to avoid an aggravation of the wound (to
+      the next level) and its consequences.  This survival roll must
+      be done after each period corresponding to the worst wound, in
+      <xref linkend="tblessures"/> under the <literal>Unstable
+      Periodicity</literal> column.  If the wound is stable, the
+      period is shorten as indicated in the <literal>Stable
+      Periodicity</literal> column.  When the roll is fail, it's
+      always the worst wound which is affected.  If the state was
+      stable, the wound became unstable.  If the state was unstable,
+      the wound is then replace by one on the next higher gravity, and
+      receive as much pain points as if she had receive a whole new
+      wound at this level.  However, the Mortality is simply replace
+      by the one of the new wound level.</para>
+
+    <para>To stabilize the wounds, it's enough to make a first aid
+      roll with a difficulty corresponding to the sum of difficulty of
+      each wounds.  The difficulty for each wound is indicate in <xref
+      linkend="tblessures"/> under the <literal>Difficulty</literal>
+      column.  A successful roll permit to stabilize all wounds
+      actually unstable.  As long as a wound is unstable, no
+      recuperation of pain or wounds is possible.  Also, for the grave
+      and critical wounds, a rough physical activity can aggravated
+      the wound, either this one is stabilize or not.</para>
+
+    <example id="xstabilite">
+      <title id="xtstabilite">Wounds Aggravation and Stabilization</title>
+      
+      <para>Geraldine has two light wounds and a grave which are all
+        unstable.  She must succeed in a Cp+Rs-Pain each 15 minutes to
+        avoid to see their wounds aggravated.  If at one moment, she
+        miss the roll, her grave wound would became critical, she'd
+        get 10 more pain points as if it was a new critical wounds,
+        but she'd only have 2 more mortality points.</para>
+
+      <para>To avoid this, Geraldine must stabilize her wounds.
+        Either by herself (don't forget that the pain count double:
+        one as the action normal difficulty, and another as a general
+        action difficulty) or by a rescue team, a successful First Aid
+        roll at (-1 -1 -3 =) -5 will permit to stabilize all unstable
+        wounds of Geraldine.</para>
+        
+    </example>
+
+  </section>
+
+  <section id="srepos">
+    <title id="strepos">Therapeutic Rest</title>
+
+    <para>When a character is wounded, she must take some rest.  The
+      minimal period of rest is give in <xref linkend="tblessures"/>
+      under the <literal>Heal</literal> column.  During this period,
+      the victim must rest as indicate by the gravity of her worst
+      wound, and must be check regularly on a frequency indicate under
+      the <literal>Watching</literal> column for the worst type.  If
+      one of the checks is neglected, the patient must succeed a
+      survival roll or see all her wounds becoming unstable again.
+      The rest period must then be taken back to the start.  Even if
+      the roll is successful, such a miss will add a -1 penalty
+      cumulative to every next <link
+      linkend="sstabilite">survival</link> or <link
+      linkend="sguerison">heal rolls</link>, and that, as long as the
+      character hasn't totally recuperate from her wound.</para>
+
+    <example id="xrepos">
+      <title>Periodical Check</title>
+      
+      <para>Geraldine, after having her wounds stabilized with
+        success, begin her rest period.  Her worst wound being grave,
+        she must be checked every 6 hours.  She must so have some
+        minor health care (disinfection, etc.) four time a day.</para>
+      
+      <para>After 12 hours, Geradine's companions are tired and forget
+        to clean the wounds.  Geraldine must so make a <link
+        linkend="sstabilite">survival roll</link> to check if her
+        wounds doesn't became unstable again.  She roll Cp+Rs (without
+        the racial bonus) for +8, with a difficulty equal to her
+        current pain point, -5, which is also her current minimum (for
+        her mortality points).  If she fail, Geraldine's wounds would
+        become unstable and she then must make survival rolls every 15
+        minutes to avoid seeing her wounds aggravate.</para>
+
+      <para>Luck is on her side however, and Geraldine successfully
+        roll.  Although her companions continue to take care of her
+        after this, all her next survival and healing rolls after this
+        one will got a -1 penalty, until the complete healing of her
+        wounds.</para>
+      
+    </example>
+
+  </section>
+
+  <section id="sguerison">
+    <title>Healing of the wounds</title>
+
+    <para>The wounds health from the lightest one to the most grave
+      one, successively.  For this, the character must rest for the
+      prescribe time for the least grave wounds under the
+      <literal>Healing</literal> column of <xref
+      linkend="tblessures"/>.  After this lapse, the healers can try a
+      healing roll on the wound difficulty.  The healing roll is done
+      with an appropriate competency, with the difficulty
+      corresponding to the type of wound health, added with all
+      penalties accumulated for the check periods missed.  If the roll
+      is successful, the gravity of the wound go down one rank, a
+      light wound disappearing completely.  In particular, the
+      mortality points go down from the old to the new level of the
+      wound.</para>
+    
+    <para>As long as the roll is successful, the character can try
+      another roll for each wounds of the <emphasis>same</emphasis>
+      level she has.  If the roll fail, the victim state became
+      unstable, with the periodicity of the more grave wound.
+      However, and until the state became stable again, it's the wound
+      on which the roll were made that aggravated, not the more grave
+      as usual.</para>
+
+    <example id="xguerison">
+      <title>Healing</title>
+      
+      <para>After two days of peaceful rest, Geraldine has receive,
+        except for the first 12 hours, all the necessary care for a
+        healing.  Her companions can now try to heal her light wounds.
+        The best healer of the group have a -2 level for the healing
+        roll, and the GM add a penalty of -1 for the lack of good
+        tools.  The difficulty for a light wound is -1, with a added
+        penalty of -1 for the missed check on the first check period.
+        So, the total difficulty is -3 (-1 for the equipment, -1 for
+        the light wound and -1 for the miss check) with a level of -2.
+        The healer rolls the dice and get a +6!  The first light wound
+        is healed and disappear, Geraldine get another point of
+        mortality and we can go to the next wound (same
+        difficulty).</para>
+
+      <para>Helas, this time, the roll fail and the Geraldine's health
+        state become unstable.  Geraldine must do a survival roll each
+        15 minutes or see her state aggravate.  Hopefully, this give
+        far enough time for the her companion to stabilize her state.
+        If, however, their rolls all fail, Geraldine's light wound
+        would aggravated and became a grave wound.  Geraldine will
+        then gain 5 new points of pain (and so, must make a <link
+        linkend="sdouleur">faintness roll</link>) but gain only 2
+        points of mortality (which will not make her roll for a
+        mortality check).  If their companions succeed to stabilize
+        her state again, they must still wait the end of the next
+        healing period to continue Geraldine's treatments.</para>
+
+    </example>
+ 
+  </section>
+        
+  <!-- Les blessures mentales -->
+  <section id="sblessmentales">
+    <title id="stblessmentales">Mental Wounds</title>
+   
+    <para>Mental wounds are a difficult subject.  They are slow to
+      health and the clinical methods of some era are enough to make
+      you crazy by itself, which aren't necessarily the goal.</para>
+
+    <para>In Harmonies, the rules for the mental wounds look like
+      those for normal wounds, except that the damage roll are against
+      the will score (Intuition+Resistance), and that the consequence
+      and cares are let to the GM judgment.  The types of light, grave
+      and critical wounds are replaced with shock, trauma and
+      psychosis respectively, and are usually found in the same
+      quantity: four shocks, two trauma and one psychosis.  After
+      this, the character usually became incoherent and so,
+      un-playable (or brain dead, if you prefer).  The gain of pain
+      points is the same and so can be share with normal pain points,
+      but the mortality points is replace with craziness points.  The
+      exact penalty is however let to the GM and can be sporadic or
+      link to an external factor.  For example, the light fear of
+      spiders can only penalize the PC when she was in presence of
+      spiders.</para>
+
+    <table frame="all" id="tblessmentales">
+      <title id="ttblessmentales">Mental wounds</title>
+      <tgroup cols="3" align="left">
+        <colspec colnum="1" colwidth="1.5in"/>
+        <colspec colnum="2" align="center" colwidth="1in"/>
+        <colspec colnum="3" colwidth="4in"/>
+        <thead>
+          <row>
+            <entry>Type</entry>
+            <entry>Penalty</entry>
+            <entry>Description</entry>
+          </row>
+        </thead>
+        <tbody>
+          <row>
+            <entry>Shocks</entry>
+            <entry>-1</entry>            
+            <entry>
+              Neural shocks, light fear, compulsive behavior, short
+              panics.
+            </entry>
+          </row>
+          <row>
+            <entry>Trauma</entry>
+            <entry>-3</entry>
+            <entry>
+              Important fear, schizophrenia.
+            </entry>
+          </row>
+          <row>
+            <entry>Psychosis</entry>
+            <entry>-5</entry>
+            <entry>
+              Incoherent thoughts, maniacal behavior, incontrollable
+              fear, important panics.
+            </entry>
+          </row>
+        </tbody>
+      </tgroup>
+    </table>
+
+  </section>
+
+</chapter>
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