Wednesday, January 22, 2014

CYBER-PULP FANTASY CORE-Damage, Saving Throws, Recovery, Death

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Overview Index 


Rules Index

DAMAGE

Melee: For characters and NPC's, add Str bonus to damage.

Coup de Grace: Full rd melee attack on a helpless foe.  Automatic hit, maximum damage. 

Environmental Damage: When characters are in environments that are excessively hot or cold or otherwise inhospitable, the Ref may require a DC 12 Fort save at the beginning of the day or Turn.  The first failed check has the effect of reducing the character to 0 BAB (other bonuses are unaffected) and half movement.  A day/Turn of complete rest will cure the condition.  If the character presses on without that rest, roll again at DC 18 the next day/turn.  On the success, the character stays at the reduced condition.  On failure, they are incapacitated for the day and will require a day’s rest to return to normal. 

Energy Drain: Creatures, such as Undead who drain energy, their attack diminishes a victim’s negative hp on a failed Will Save.  (A successful energy drain also stuns the victim for 1 rd.)  These are the hp below 0 that indicate possible lethal damage.  Most every character or important NPC only ever has 10 negative hp, regardless of their positive hp total.  (Unimportant NPC’s can be considered killed on any successful energy drain.)  If all of a character’s 10 negative hp are drained, they considered completely soul-drained and unrecoverable, just like receiving more than negative 10 hp in physical damage means the body has been destroyed beyond recovery. 

Use of XP to change this outcome can be done, but should always come with permanent consequences for the character.  Lost negative hp are only recovered via 8 hrs of sleep.  Until that time, a character with lessened negative hp is more vulnerable to complete physical destruction because of it.

Poison/Disease: A failed Fort save vs. lethal poison automatically reduces the character to 0 hp and unconsciousness.  They must be given an antidote (spell or potion) in 1 + Con bonus days/hours (depending on the lethality of the poison) or die.

Insanity: With a failed Will Save caused by a supernatural fright or an Occultist blowing a ceremony spell and such, the character becomes eccentric and the DM picks a trigger event that causes a specific mania for 1d4 rds.  Only after psychological counseling (in play, if someone has psychological training or can otherwise happen out of play), and another exposure to the trigger with a successful Will save, is the character considered cured.  If failed, the condition becomes permanent. 

If the character develops three permanent manias, they are considered hopelessly insane.  The character is taken out of play and controlled by the Ref.  Perhaps they can be cured by supernatural means.  Perhaps the character becomes a villain.


SAVING THROWS
A successful save negates or halves damage depending on the effect.  The DC for the save depends on the effect and its power. 

Fortitude (Fort): Use Class Fort + Con bonus against attacks effecting the body, such as poisons and environmental effects.

Reflex (Ref): Use Class Reflex + Dex bonus against attacks that can be dodged, such as mechanical traps and breath weapons.

Will: Use Class Will + Wis bonus against mental, spiritual, and psychological attacks, such as supernatural charm, energy drain, and domination. 

Monsters and NPC’s: Generally save as a Fighter level equal to their HD.  **link to Fantasy Core characters** If the NPC has magic using abilities or is especially dexterous, they should save as a Wizard or Thief instead.

Electrical Equipment: If electrical equipment is attacked, it does get a Saving Throw.  Only roll if it’s somehow important to the scene and not every time there’s a fight near a computer.  Versus an electrical or fire attack, DC 18.  Versus a physical attack (or anything else), DC 12. Consumer Grade +1, Professional Grade +4, Military Grade +8.  Versus an EMP attack, only Military Grade electronics gets a Saving Throw.


RECOVERY

Medic: If medical skill is applied within 1 turn of damage and the character has at least 1 hp, regain 1/2 of lost hp with 1 turn of rest. 

Natural Recovery: With 1 turn of rest, a character may regain 1/2 of lost hp with a DC 12 Fort Save.  Regain all lost hp with 8 hours of rest.


DEATH

0 hp: Unconscious.  Character will recover to consciousness and 1 hp in 1 turn. 

Below 0: Dying.  If untreated within a turn, roll a DC 18 Fort Save to stabilize.  If failed, the character is dead (and entitled to any last words, or using XP to survive).  If successful, the character is at 0 hp and unconscious and recovers as above.

Stabilizing: Character is below 0 hp.  If the Medic skill is applied within a turn of going below 0 hp, the DC is 12 to the wounded's attempt to regain consciousness.  If failed, the character is dead (and entitled to any last words, or using XP to survive).  If successful, the character is at 1 hp and conscious and may receive other types of healing.  Any magical healing applied to a character within a turn of going below 0 will bring the character to consciousness and at least 1 hp (even if the amount of healing doesn't add up to positive 1).

Negative Damage Greater Than 10 hp: Decapitated, disemboweled, cleaved in twain, chopped to bits, blood puddle, vaporized, gone, no recovery (without divine intervention, that is using XP).  The character-less player is entitled to a round of applause from everyone at the table. 

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