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"This item incorporates or is based on or derived from copyrighted material of TSR, Inc. and may contain trademarks of TSR. The item is made available by MPG-Net under license from TSR, but is not authorized or endorsed by TSR. The item is for personal use only and may not be published or distributed except through MPG-Net or TSR." Survival Check system --------------------- Here follows a new system for calculating what negative HP total a character can go to before death. There is no exact cutoff point, where you live at one HP total, and die one point less. When a character goes to 0 hit points, he is unconscious. He doesn't begin losing 1 hp/round until he reaches a negative value beyond 1/3 his CON. So, a character with a 3 CON would begin bleeding to death at -2hp, a character with a 6 CON would begin bleeding to death at -3hp, and a character with 18 CON would begin bleeding to death at -7hp. If the character has begun bleeding to death, then he/she still must be bandaged to survive. Bandaging takes 1 round, and stablizes a character's hit points. Once a character's HP have been stabilized, the negative HP total and the character's CON are summed up (for example, a character with -8 HP and a 13 CON would end up with "5") This number is the bonus (or penalty) to a save vs death which the character must succeed. (Save vs death at +5 or you're toast) Here's how I work it: When characters go to a negative HP total up to half their CON... -A successful survival check indicates unconsciousness -A failed survival check indicates a coma When characters go to a negative HP total up to their CON... -A successful survival check indicates coma -A failed survival check indicates critical condition When characters go to a negative HP total beyond their CON... -A successful survival check indicates critical condition -A failed survival check indicates death Definitions of above terms: -UNCONSCIOUSNESS: The character remains stabilized at the negative HP total he was at, regaining 1HP/day through natural healing, although magical healing can speed the process. -COMA: The character remains stabilized at the negative HP total he was at, regaining 1HP/2 days (1/2hp per day). Magical healing heals at 1/2 normal rate, round fractions DOWN. -CRITICAL CONDITION: The character remains temporarily stabilized at the negative HP total he was at. Each day, he must make a system shock check or lose 1HP. If the check succeeds by 50% or more (a 90% system shock check rolling 45% or under), the character regains 1/4 HP. This could leave a character unconscious for months, and it would STILL be uncertain if he/she would survive. Magical healing has NO effect, except for a _heal_ spell, which brings a character to the coma condition. ________________________________________________________________________________ Greg Howley | Central CT State U | NEVER accept a teleport spell Howley_Greg@CCSUa.CTStateU.Edu | from a mage with no legs. --------------------------------------------------------------------------------