Supplement Four
SOC-14 5K
I was looking at the Wanderer rules, and although I quite like them, I couldn't help but think to myself, "Man, there's no way a character will last in a fantasy world with the serious wound system that is used in Classic Traveller."
Remember, in CT, if a character is at full health, then all damage from a blow is summed and applied to one stat at random, making it likely that the character be taken out the first time he's wounded.
If a character is not at full health, having survived all damage applied to one stat from a previous wound, it is only then that damage may be broken up into single die, applied to the victim's three physical stats at the discretion of the victim's player.
Yeah, with as much action that happens in a typical fantasy game, the CT combat system is a little too realistic for a heroic fantasy world.
So, I started thinking....
What minimal change could one make to the CT system to allow for more Heroic, action oriented games?
And, the thought struck me.
I'll share it with you!
Heck, there's no reason to use this in only fantasy Wanderer games. One could easily adopt it for use in Traveller if a more fast paced, bullets-flying type game was desired.
HEROIC TRAVELLER
Each character has a Minor Wound point, a Serious Wound point, and a Death point. These three points are determined by the the character's three physical stats: STR, DEX, and END.
When a blow is struck, or a shot hits, damage is summed and compared to the character's three Wound points. Damage exceeding the character's Minor Wound point indicates that the character has suffered a Minor Wound. Damage that exceeds the target's Serious Wound point indicates that the target has suffered a Serious Wound. Damage that exceeds the character's Death point indicates that the character is dead.
Note that there is no bookkeeping associated with this system. We don't keep track of "hit points" or lower a character's stats when wounded. It is up to the GM to apply wound effects.
Thus...
A character with stats 85A777 would suffer a Minor Wound whenever he takes 6-8 points of damage (more than 5, less than 9). He would suffer a Serious Wound if he took 9-10 points of damage. He would not be injured if he took 1-5 points of damage. And, he would be killed if he took 11+ points of damage.
For this character:
Minor Wound point is: 5
Serious Wound point is: 8
Death Wound point is: 10
One more example to make it clear:
Character has stats B47777.
Minor Wound point is: 4
Serious Wound point is: 7
Death Wound point is: 11
Damage of...
1-4 means the character was not injured. He absorbed it.
5-7 means the character suffers a Minor Wound.
8-11 means the character suffers a Serious Wound.
12+ means the character is dead.
Now, what I've written here, I created with Wanderer and a fantasy game setting in mind. If you want to use this quick-n-easy system in a Traveller game, you might want to add one more step because of the potential damage modern and futuristic weapons can inflict.
Extra Step: Whenever a Wound point is exceeded, have the character make a check to "brush off" the damage. The check is 2D for the Wound point or less. A natural roll of 12 always fails.
Thus, we have this character: 935777.
His Minor Wound point is: 3.
His Serious Wound point is: 5.
His Death Wound point is: 9.
Let's say the character takes 12 points of damage. This should kill the character. But, we allow him his saving throw. He must roll 2D for 9-. If successful, the character lives and is not wounded. Luck played a part, or he defended himself well.
Or...let's say the character takes 5 points of damage. This should be a Minor Wound. Give the character a check of 2D for 3-. If successful, the character takes no wound. If he bricks the roll, the wound stands.
Minor Wound: Bruises, scrapes, light cuts, bullet grazes, etc.
Serous Wound: Deep cut. Gunshot wound. Broken bone. Internal injury. Poked out eye. Etc.
Death: Could be instantanous. Could be that the character is dying, slowing, losing blood or what not. The GM could give the character a check to find out if death is immediate or lingering.
If it's lingering, maybe the character can be saved with modern medicine (or a heal spell in a fantasy setting).
Wound Effects: The GM decides on wound effects. Minor wound effects should be temporary hindrances: A character is blind in one eye for a while due to a blow up side his head. Or, the character's movement is impaired because of damage to his leg--maybe he sprained it. A character can even be knocked out with a Minor Wound.
Serious Wound effects should keep take the character out of the action. And, any actions the character can take should be limited. Character could lose consciousness, but doesn't have to. It's up to the GM and/or dice checks based on how the GM describes the wound. Chopped off fingers, a broken bone, or a gunshot wound are all Serious Wounds.
Remember, in CT, if a character is at full health, then all damage from a blow is summed and applied to one stat at random, making it likely that the character be taken out the first time he's wounded.
If a character is not at full health, having survived all damage applied to one stat from a previous wound, it is only then that damage may be broken up into single die, applied to the victim's three physical stats at the discretion of the victim's player.
Yeah, with as much action that happens in a typical fantasy game, the CT combat system is a little too realistic for a heroic fantasy world.
So, I started thinking....
What minimal change could one make to the CT system to allow for more Heroic, action oriented games?
And, the thought struck me.
I'll share it with you!
Heck, there's no reason to use this in only fantasy Wanderer games. One could easily adopt it for use in Traveller if a more fast paced, bullets-flying type game was desired.
HEROIC TRAVELLER
Each character has a Minor Wound point, a Serious Wound point, and a Death point. These three points are determined by the the character's three physical stats: STR, DEX, and END.
When a blow is struck, or a shot hits, damage is summed and compared to the character's three Wound points. Damage exceeding the character's Minor Wound point indicates that the character has suffered a Minor Wound. Damage that exceeds the target's Serious Wound point indicates that the target has suffered a Serious Wound. Damage that exceeds the character's Death point indicates that the character is dead.
Note that there is no bookkeeping associated with this system. We don't keep track of "hit points" or lower a character's stats when wounded. It is up to the GM to apply wound effects.
Thus...
A character with stats 85A777 would suffer a Minor Wound whenever he takes 6-8 points of damage (more than 5, less than 9). He would suffer a Serious Wound if he took 9-10 points of damage. He would not be injured if he took 1-5 points of damage. And, he would be killed if he took 11+ points of damage.
For this character:
Minor Wound point is: 5
Serious Wound point is: 8
Death Wound point is: 10
One more example to make it clear:
Character has stats B47777.
Minor Wound point is: 4
Serious Wound point is: 7
Death Wound point is: 11
Damage of...
1-4 means the character was not injured. He absorbed it.
5-7 means the character suffers a Minor Wound.
8-11 means the character suffers a Serious Wound.
12+ means the character is dead.
Now, what I've written here, I created with Wanderer and a fantasy game setting in mind. If you want to use this quick-n-easy system in a Traveller game, you might want to add one more step because of the potential damage modern and futuristic weapons can inflict.
Extra Step: Whenever a Wound point is exceeded, have the character make a check to "brush off" the damage. The check is 2D for the Wound point or less. A natural roll of 12 always fails.
Thus, we have this character: 935777.
His Minor Wound point is: 3.
His Serious Wound point is: 5.
His Death Wound point is: 9.
Let's say the character takes 12 points of damage. This should kill the character. But, we allow him his saving throw. He must roll 2D for 9-. If successful, the character lives and is not wounded. Luck played a part, or he defended himself well.
Or...let's say the character takes 5 points of damage. This should be a Minor Wound. Give the character a check of 2D for 3-. If successful, the character takes no wound. If he bricks the roll, the wound stands.
Minor Wound: Bruises, scrapes, light cuts, bullet grazes, etc.
Serous Wound: Deep cut. Gunshot wound. Broken bone. Internal injury. Poked out eye. Etc.
Death: Could be instantanous. Could be that the character is dying, slowing, losing blood or what not. The GM could give the character a check to find out if death is immediate or lingering.
If it's lingering, maybe the character can be saved with modern medicine (or a heal spell in a fantasy setting).
Wound Effects: The GM decides on wound effects. Minor wound effects should be temporary hindrances: A character is blind in one eye for a while due to a blow up side his head. Or, the character's movement is impaired because of damage to his leg--maybe he sprained it. A character can even be knocked out with a Minor Wound.
Serious Wound effects should keep take the character out of the action. And, any actions the character can take should be limited. Character could lose consciousness, but doesn't have to. It's up to the GM and/or dice checks based on how the GM describes the wound. Chopped off fingers, a broken bone, or a gunshot wound are all Serious Wounds.