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RULES REFRESHERS.

Posted by GM HeathFor group 0
GM Heath
GM, 663 posts
Fri 14 Dec 2007
at 17:43
  • msg #1

RULES REFRESHERS

OOC:  When giving medical aid, can you state which types will be given (or what types you want)?  Here are the three types of medical aid according to the rules:

Rules:
FIRST AID

Success Rate: 100%

A medic can heal 10 points of wound damage automatically by using one dose of biocort plus any appropriate items from the medkit (local anesthetics, plastiflesh spray, etc.) Only one shot of biocort can be given to a character in a 20-hour period. If a second shot is given within 20 hours, it has no effect. If a character suffered more than 10 points of damage, the medic must use major or minor surgery to heal him completely. Biocort has no effect on poisons, infections or diseases.

MINOR SURGERY

Success Rate: 40% + skill level

Minor surgery can heal up to 20 points of damage. This is in additon to the 10 points that can be healed with first aid. For every 10 points of damage (or fraction of 10 points) that is healed, an additional dose of biocort is required. Minor surgery also uses one dose of anesthetic. If the surgery fails, the patient does not recover any Stamina points and one dose of biocort is used.

MAJOR SURGERY

Success Rate: 20% + skill level

Major surgery can heal any amount of damage to a character. For every 10 points of damage (or fraction of 10 points) healed, a dose of biocort is used. The only limit to the amount of damage that can be healed is the patient's original Stamina and the supply of biocort. If the operation fails, the patient does not recover any Stamina points and one dose of biocort is used up. The medic can try minor surgery on the same patient, if he has not already. Major surgery also requires one dose of anesthetic.Major and minor surgery are effective only on wounds. They can not be used to heal damage from infections, diseases or poisons.

This may be slightly different if the physicial has the expanded skills listed in Zebulon's Guide:

quote:
MEDICAL TREATMENT: WOUNDS I
Success Rate: Level +X
Pr: Medkit

Wounds I is the equivalent of knowing first aid and nursing. It is the only medical treatment skill that does not require Medical Diagnosis as a prerequisite and is generally available to the public. Included in the skill is knowledge of how to clean wounds, change bandages, resuscitate a victim, and do some minor healing.

A character with this skill must roll on the Level +X column to see how much healing he can do. A result of 98-00 means he misapplied the injection of one does of biocort and no healing was accomplished. A Yellow result means he applied the injection correctly but only 3 points of wound damage was healed. A Green result heals 6 points of wound damage. A Blue result heals 9 points of wounds damage. A Cobalt result heals 12 points of wound damage.

Note that this heals wound, burn, and shock damage and, along with the biocort, the appropriate items from a medkit must be used (local anesthetics, plastiflesh spray, etc.). Only one shot of biocort can be given in a 20-hour period with this skill; a second short during this time has no effect. If a character suffered more than 12 points of damage from wounds and cannot rest and heal, then he requires minor or major medical attention, possibly even surgery to repair the damage.

MEDICAL TREATMENT: WOUNDS II
Success Rate: Skill Level +2 Column Shift
Pr: Medical Diagnosis, Medical Treatment: Wounds I, medkit

This skill is for those wounds requiring minor medical attention, such as would be treated in an outpatient clinic. It can heal up to 20 points of damage in addition to the 10 points healed by Medical Treatment, Wounds I. The result of the skill check determines how many points can he healed by this skill: White = none, Yellow = 5, Green = 10, Blue = 15, and Cobalt = 20 points. For every 10 points of damage (or fraction of 10 points) that are healed, a full turn of treatment time and an additional dose of biocort are required. In addition, when using Wounds II, a dose of anesthetic is also required. If the skill check fails, the patient recovers no Stamina points and one dose of biocort is used. This skill can only be attempted on a patient once per 20 hours.

MEDICAL TREATMENT: WOUNDS III
Success Rate: Skill Level +1 Column Shift
Pr: Medical Diagnosis, Medical Treatment: Wounds II, medkit or proper medical facilities

This skill can heal any amount of damage to a character. For every 10 points of damage (or fraction of 10 points) healed, a dose of biocort is used. Whenever Medical Treatment: Wounds III is used two doses of anesthetic are also required. The only limit to the amount of damage that can be healed is the patient's original Stamina, the supply of biocort, anesthetic, and time. Using Medical Treatment: Wounds III is akin to performing major medical treatment.

A patient successfully treated by Medical Treatment: Wounds III is laid up for at least 10 hours. The patient has a a -1 Column Shift to all actions for 1d10 days after major injury treatment of 40 or more Stamina points.

If the skill check fails, the patient recovers no Stamina points and one dose of biocort and two doses of anesthetic are used up. If a character is not healed by Wounds III, the physician may try to heal the patient with Wounds II, if he has not already done so.

MEDICAL TREATMENT: WOUNDS IV
Success Rate: Skill Level
Pr: Medical Diagnosis, Medical Treatment: Wounds III, medkit or proper medical facilities

This skill is the equivalent of surgery and is absolutely necessary for the treatment of broken bones, massive lacerations, ruptured organs, tumor removals, amputations, etc. All of this is left to the referee's discretion and these occurrences should be rare, but when they do happen the character must receive surgery or die. Wounds II or III can set a broken limb and minor surgery can be put off for a while, but in many cases, especially those dealing with internal injuries, major surgery is required within a few hours.

Wounds IV brings the character up to a surgeon's level of expertise and is required for some other skills, such as Bionics and Cybernetics.


This message was lightly edited by the GM at 18:05, Thu 07 Mar 2013.
GM Heath
GM, 876 posts
Thu 4 Dec 2008
at 18:09
  • msg #2

Re: RULES REFRESHERS






GM Heath
GM, 877 posts
Thu 4 Dec 2008
at 18:09
  • msg #3

Re: RULES REFRESHERS

Some rules quotes:

Heavy Laser. A heavy laser is about the size of a machine gun. It must be mounted on a tripod or a swival mount to be fired. It has longer range than a laser rifle, and a minimum SEU setting of 5. Otherwise it operates the same as the laser rifle.

Recoilless Rifle. A recoilless rifle is a heavy weapon that must be mounted on a tripod or a swival mount to fire. It fires an exploding shell that causes 12d10 points of damage if it hits. Only one shell can be fired per turn, and loading another shell takes one turn. Inertia screens and skeinsuits halve the damage.



Shock and Unconsciousness. Whenever the roll to hit in combat is 01-02, the target is immediately knocked unconscious for d100 turns. Stimdose can awaken the character sooner.

Variable Power Settings. Laser pistols, Iaser rifles and heavy lasers can be adjusted to fire shots that cause from 1 to 200 points of damage. Players can change the setting at the beginning of every turn. More information on variable power settings is included in the descriptions of laser weapons in the Equipment section.

Any other rules you want posted, just let me know.
GM Heath
GM, 1336 posts
Tue 18 Jan 2011
at 17:47
  • msg #4

BATTLES

1- Make sure you post not just any reactions to the previous round, but also what your character will be doing the following round.  That makes it faster.  Example:  Ben reels from the explosion but jumps right back up, dives for cover of the rock, and fires at the robot with his laser pistol.

2- You can post multiple actions if you want, such as "...will fire his laser pistol at setting 3 until it runs out or he is injured."

3- In a private line or main text (your preference), please put any relevant:  stats you need (such as to hit or to perform an action), and any modifiers you think might apply (such as cover, a skeinsuit with whatever's remaining, etc.).

So it might look like this:

Ben fires his laser pistol at the robot from behind the rock.

LP to hit: 60%
Cover of rock.
50 points in skeinsuit.
35 STA remaining.


Also remember that each "round" is 6 seconds.
GM Heath
GM, 1729 posts
Mon 6 Aug 2012
at 19:13
  • msg #5

USING YOUR XP

IMPROVING CHARACTERS

This is a reminder for all players about character development and how you use your experience points.  When you get experience points, you may use them to increase an ability (but only of the two in each pair) or to apply toward skills.

INCREASING ABILITY

Players can increase their characters' ability scores by trading 1 XP to raise an ability score 1 point. No ability score can ever be raised above 100.

For example:

    STR/STA: 40 / 40
    DEX/RS:  63 / 60
    INT/LOG: 85 / 70
    PER/LDR: 30 / 30


In this case, extra experience has been used to raise DEX by 3 points and Intelligence by 15 points (total XP cost = 18.)

Certain Racial Abilities (Lie Detection, Comprehension and Battle Rage) also can be
increased by trading 1 XP to increase the ability 1 point. Just like the normal Abilities, Racial Abilities cannot be raised above 100.

INCREASING SKILL LEVELS

Characters can learn skills which allow them to perform special actions. Each skill has six levels of expertise. A character can raise his skill levels by spending experience points.

Experiences points can be traded to gain a level 1 skill or to increase a skill the character already has to the next level.

The experience point cost depends on the skill's level and PSA. The Skill Cost
Table shows the costs for each level of skill in the different PSAs. If the skill is from the character's Primary Skill Area, the cost is the LOWER number. A character can learn skills from other PSAs, but must pay twice as many experience points for them. Doubled costs are shown in parentheses.

SKILL COST TABLE
PSA     Military  Technology   Biosocial
Level 1   3(6)       4(8)         5(10)
Level 2   6(12)      8(16)       10(20)
Level 3   9(18)     12(24)       15(30)
Level 4   12(24)    16(32)       20(40)
Level 5   15(30)    20(40)       25(50)
Level 6   18(36)    24(48)       30(60)

A character can learn only one skill level at a time. Skipping levels is not allowed, even if the character has enough experience points to do so.

In general, each skill level adds a 10% chance to success aded to the base amount

Example:

Beam weapons: 1/2 Dex + skill means success if 1/2 of your skill level (rounded up) plus 10% for each level you have in the beam weapons skill.
This message was last edited by the GM at 19:32, Mon 06 Aug 2012.
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