Dano até metade do total de LP totais do personagem são superficiais – hematomas, pequenos cortes e torsões, que são dolorosos, mas não ameaças à vida. Acima disso, o perosnagem começa a ter problemas.
Personagens com 10 LP ou menos estão gravemente feridos — todos os rolamentos de combate têm -2. Com 5 LP ou menos, a penalidade é de -4.
Consciousness Tests: When reduced to zero Life Points or below, unconsciousness or incapacitation (i.e., the character is conscious, but can only lie there and work very hard on breathing) are likely. The character has to make a Willpower and Constitution roll at a penalty of -1 for every point below zero the character is. So, a character who is at -4 Life Points (he has taken enough damage to reduce all his Life Points to zero, and four more points on top of that) has a -4 penalty to his consciousness roll. The Resistance (Pain) Quality adds a bonus to consciousness rolls, and also reduces wound penalties.
Survival Tests: If the character is reduced to -10 points or worse, death is a possibility. The character has to make a Survival Test; this uses Willpower and Constitution (just like a Consciousness Test) with a -1 penalty for every ten points below zero, rounded down (i.e., a character reduced to -32 Life Points would have a -3 penalty to the Survival Test). The Hard to Kill Quality provides a bonus to Survival Tests. If the character passes the Test, he lives; if he doesn’t, he Passes On (unless Drama Points come into play).
Survival Tests and High Life Point Pools: The rules above are meant for normal humans and humanoids with Life Point pools below 100. Characters with hundreds of Life Points should not be in danger of death that quickly. Use the following table to determine when to make Survival Tests, and what the penalties should be.
Life Points First Survival Test Survival Test Penalty
Under 100 -10 Life Points -1/10 Life Points below 0
Under 200 -30 Life Points -1/10 Life Points below -30
Under 500 -50 Life Points -1/20 Life Points below -50
Under 800 -100 Life Points -1/20 Life Points below -100
Under 1,000 -200 Life Points -1/50 Life Points below -200
Under 2,000 -500 Life Points -1/100 Life Points below -500
Under 5,000 -1,000 Life Points -1/100 Life Points below -1,000
5,000+ -2,000 Life Points -1/100 Life Points below -2,000
Slow Death: If the character is below -10 Life Points and survives his Survival Test but does not get medical help within a minute, he may still die. Survival Tests are required every minute after the first, at an additional -1 penalty per minute (so after five minutes, the additional penalty would be -5; half an hour later, it would be -30, and even a Drama Point may not be enough to save the character). A successful Intelligence and Doctor roll stabilizes the character and dispenses with further Survival Tests.
Dying Words and Actions: Most who fail a Survival Test are likely to be unconscious as well as incapacitated. This is a huge downer, dramatically speaking. If a character dies, the player should have the option of performing one last deed or saying some famous last words. The Last Deed option allows the character to act normally for one or two Turns (no wound penalty applies). Famous Last Words can take as much as a minute (more likely, they should consist of a couple of sentences). These are the last acts of the character—make them count.
Resuscitation: Some injuries may kill the character, but leave him intact enough for medicine to bring him back. Drowning, gunshot wounds (except to the head), and similar injuries are often not destructive enough to prevent modern science from saving the character. Common sense should be your guide. If the characters was burned to a crisp or killed by a soul-sucking demon that stole his life force, CPR just ain’t gonna do the trick. Resuscitation requires an Intelligence and Doctor roll, followed by another Survival Roll from the victim. In addition to any previous modifier, the victim gets a bonus equal to the Success Levels of the Intelligence and Doctor roll, and a penalty of -1 per five minutes since his untimely demise.
RECUPERAÇÃO
Humanos normais curam dano a uma velocidade de CON LPs/dia, desde que estejam sob cuidados médicos. Na ausência de tratamento, humanos normais têm que rolar CON. Sucesso cura 1 LP.
Sombrarilhos se recuperam mais rápidos do que humanos normais, porque seus corpos regeneram com velocidade dependente da sua CON.
CON 1-5: 1 LP/4 horas
CON 6-7: 1 LP/2 horas
CON 8+: 1 LP/hora
Essa regeneração é de origem sobrenatural, mas depende do bem estar do corpo do sombrarilho. Cuidados médicos dobram a velocidade, mas situações de estresse físico podem diminuir a eficiência da regeneração ou mesmo interrompê-la.
OUTROS PERIGOS
Disease: This works just like Poisons, except the Disease rolls (using the Strength of Disease) are usually less frequent (rarely faster than once per hour, and typically once per day). Many diseases do not kill, but merely incapacitate victims with fevers, chills, and other unpleasantness. Some diseases can be mystical in origin, and normal treatment does squat. Diseases affect all characters and creatures, unless they have a special Resistance Quality or other immunity.
Falling: It’s not the fall that hurts—it’s the sudden stop at the end. Any fall from more than one yard inflicts three points of damage per yard. In cinematic games, falling damage tops out after 50 yards (150 Life Points)—falling further doesn’t do any more damage, it just give your character more time to think about that sudden stop. This preserves the cinematic nature of the game (a fall over 50 yards kills most characters but the serious players with their Drama Points can take it) and is not unrealistic (humans have fallen out of airplanes and survived).
In real life, terminal velocity is achieved after falling some fifteen hundred feet - using the formula above, the damage would be 1500 Life Points. However, in Unisystem damage stops becoming linear roughly after 100 points, so a "lethally realistic" terminal velocity fall would inflict about 600 points - figure that damage drops to 1 point per yards for falls beyond 50 yards. Size makes a huge difference in falling damage. A mouse or a cat can survive falls that would kill a normal human; and a horse or an elephant will die from a fall that a human could survive. Multiply the damages above by 4 for creatures more than double the size of a human, and divide by 4 for creatures less than half the size of a human being. A Dexterity and Athlletics roll (or the Combat Score) reduces the fall’s effective distance by one yard per Success Level. So a character who gets four Success Levels in a Dexterity and Atheltics roll would take no damage from a three-yard fall, and would suffer only six points of damage from a six-yard fall. Falling on a “soft” target can halve the total damage taken.
Poison: Poisons have a Strength Attribute. Roll and add double the Poison’s Strength; this is resisted by the victim’s Constitution (doubled). If the poison “wins,” the victim is drained of one Attribute level per Success Level in the Poison roll. The Attribute depends on the type of poison; paralyzing agents drain Dexterity, while debilitating venoms drain Strength. When the Attribute is reduced to zero, the victim is unconscious or incapacitated, and the poison starts draining Constitution. When Constitution is drained to zero, the victim dies. The frequency of Poison rolls depends on how powerful the substance is. Very deadly poisons roll every Turn, while less powerful agents roll once per minute, per hour, or even per day. An Intelligence and Doctor or Science roll may help identify the poison and remove it from the victim. In other cases, find an antidote stat or else. Some poisons are supernatural and require special forms of antidote. Poisons affect all characters and creatures, unless they have a special Resistance Quality or other immunity.
Regaining lost Attribute levels requires a daily Constitution doubled roll; on a Success, a drained Attribute level is regained.
Radiation: Radiation is lethal at high doses, but humans can survive a lot of radiation with little short-term effects (long-term effects, like cancer or birth defects in offspring, are another story and are unlikely to play a role in most games). Radiation exposure is measured in rems (short for Roentgen Equivalent in Man). At 100-150 rems of exposure, a character will be weak (-2 to most actions) and will be reduced to 1/3 Endurance (in games where Endurance is used). At up to 450 rems, the character is incapacitated (reduced to 0 Life Points); beyond 450 rems, the character will be down to -20 Life Points, lost one level of Constitution, and otherwise will be having a Very Bad Day.
Suffocation: If unable to breathe (i.e., being choked or under water), a character dies. Anybody can hold out for 12 Turns. After that, a Consciousness Test is required with a cumulative -1 penalty every Turn. Survival Tests kick in, again with a cumulative -1 penalty, each 30 seconds. If someone panics (i.e., fails a Willpower doubled roll at a +2 bonus) while underwater and starts breathing water, death will occur in 1 turn per Constitution level (resuscitation is possible, however). Obviously, characters or species that do not require breathing are exempt from this hazard.
This message was last edited by the GM at 15:23, Fri 20 Mar 2020.