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is for personal use only and may not be published or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