diff -r 000000000000 -r 1397c2bfefa2 bless2.en.sgml --- /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 @@ + + + %struct-dtd; +]> + + Wounds + + This advanced rules add greatly to the verisimilarity and to + the graphism of the health rules. + 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. + +
+ Wounds + + To the Pain and + Mortality are added the wounds. Those correspond + to the three damage types + already existing and a character receiving this kind of damage + will also have a wound of this type. + + Each character can't receive only a limit number of each + wounds. The maximum allowed for an humanoid is represent in + , 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. + + + Receiving a wound + + 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. + + + + + Wounds + + + + + + + + + + + + + + + Type + Max. + Mort. + Pain + Periodicity + Heal + Diff. + + + + + + + + Unstable + Stable + Watch + + + + + light + 4 + 1 + 3 + 1 h + 1 w + 1 d + 2 d + -1 + + + grave + 2 + 3 + 5 + 15 min + 1 d + 6 h + 1 w + -3 + + + critical + 1 + 5 + 10 + 15 s + 6 h + 1 h + 2 w + -5 + + + +
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+ Wounds, Pain and Mortality + + When a character got some wounds, he got a fix number of + pain points and mortality + points. This quantity is represent under the + Pain and Mortality columns + of , and correspond to those of + . Although the consciousness roll still apply, the + mortality roll aren't + necessary anymore. + + 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. + +
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+ Wounds Stability + + 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 + under the Unstable + Periodicity column. If the wound is stable, the + period is shorten as indicated in the Stable + Periodicity 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. + + 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 under the Difficulty + 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. + + + Wounds Aggravation and Stabilization + + 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. + + 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. + + + +
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+ Therapeutic Rest + + When a character is wounded, she must take some rest. The + minimal period of rest is give in + under the Heal 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 Watching 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 survival or heal rolls, and that, as long as the + character hasn't totally recuperate from her wound. + + + Periodical Check + + 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. + + After 12 hours, Geradine's companions are tired and forget + to clean the wounds. Geraldine must so make a survival roll 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. + + 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. + + + +
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+ Healing of the wounds + + 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 + Healing column of . 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. + + As long as the roll is successful, the character can try + another roll for each wounds of the same + 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. + + + Healing + + 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). + + 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 faintness roll) 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. + + + +
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+ Mental Wounds + + 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. + + 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. + + + Mental wounds + + + + + + + Type + Penalty + Description + + + + + Shocks + -1 + + Neural shocks, light fear, compulsive behavior, short + panics. + + + + Trauma + -3 + + Important fear, schizophrenia. + + + + Psychosis + -5 + + Incoherent thoughts, maniacal behavior, incontrollable + fear, important panics. + + + + +
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