[svn] r2080@freebird: fabien | 2006-01-05 17:44:52 -0500
Début d'un draft sur la description des personnages.
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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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