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+<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4//EN"
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+]>
+<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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