Lethality Index

Albert Sales drite_mi at YAHOO.COM
Sun Feb 1 16:15:30 CET 2004


I like it. The negative HPV is a large margin, and this keeps it more confined. I've experienced no problem with the DTV rules AS IS, but this does add some spice. One thing that I've always done when I've run is to make Will even more important. Perhaps allow a character a Will roll every phase to take a simple action or crawl when below 0 hp. A character with a 25 will will still (on average) only act as often as detailed below.
  Also, if the action is "strenuous" (attacking or moving at a faster rate), increase the bleeding rate by 1. This way, people will want to STOP THE BLEEDING and not get back into a fight. Also, I think the bleeding should be a little easier to get under control, but I'm not sure exactly how. Perhaps allow the +5% for bandages, as a start.
   The lethality index seems like it should be DTV x 3, to correspond with battle fury... (but wasn't that being revised?) A Battle Fury is overloading the body with rage. A revisement could be that they can fight as normal until dead, and not suffer bleeding until they stop frenzying (keep the amount as a side total, but don't add it to damage until they are calm). With the Full attack rules mentioned months ago, a berserker is made. (I toyed with adding will to their stremgth, but that went poorly).

Sylverrs_ dragon <abnaric at HOTMAIL.COM> wrote:
Alex Koponen has been speaking about an idea on DTV. Though I would never
take it to the negative HPV level he proposes, I have given it some thought.
It could add an interesting element to the game. My rules on the concept
follow below:

LETHALITY INDEX

Each character has a Lethality Index. The value = DTV * 4. If your DTV
is -4, your LI is -16. Effects are as follows:
Between 0 and DTV - The character is limited and semiconscious. He may take
one action per tactical turn OR move MR/10 (RU) in a tactical turn.
When less than DTV and not less than LI - The person is unconscious.
Less than LI - Dead
When a wound is suffered that leaves the character with an HPV value
less than ONE, a roll is taken on the Death Table below. The victim may
subtract his CB from the roll. If the wound was inflicted by a SEVERE hit
add TWO to the roll. If it is a DEADLY hit add TWO plus the number of DICE
used to roll the deadly. (If a 5D10 deadly, add SEVEN). The roll is taken
with 2D10.
DEATH TABLE
ROLL MEANING
3 or Less Much of the affect of the blow is in fact a STUN. Recover 2D6
hits in 1D6 turns.
4 - 7 Increase damage ONE point per CB phases until the bleeding is
stopped.
8 - 15 Damage increases 1D6 - CB points each phase with a minimum
increase of ONE.
16 - 19 Damage increases 1D10 - CB each phase with a minimum increase of
TWO.
20 + Up The wound inflicted is instantly terminal. (Head removed, Heart
pierced, etc)
STOPPING THE BLEEDING
The character is allowed to roll to stop the bleeding if the blow does
not kill him outright. If he succeeds, the damage level no longer increases.
Until he succeeds it increases as specified in the table above. The absolute
value of the LI is used for this. If the roll on D100 is .LT. or equal to
the LI the bleeding is stopped. If it is greater but less than 95 it
continues. If it is 96 - 100 it increases ONE point per phase.
Should the player manage to get access to healing supplies while dying,
roll against LI * 2.
NOTE - The system above covers only an individual doing what he can solo.
Aid from another player or a healer will modify the situation as covered in
the extant rules. Those involved in the effort can do nothing else while
attempting to save the threatened life.

The rule above is a rough idea only. Obviously, some tweaking on the concept
is in order. Let me know what you think.

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