CosmicGamer
SOC-14 1K
Not saying I'd use such, but conversations in other threads got me thinking about possible rules for combat and damage and I came up with the following which I thought might be useful to some, even if it is just to spur your thinking of alternatives. I put this under Mongoose since it is the rules I'm most familiar with. I'm most interested in things that work as an addition to the rules without changing the RAW.
Bleeding out
Damage from edged weapons, projectiles, and other such weapons could cause additional blood loss and even lead to death if not tended to.
Bleeding
When one characteristics reaches 0 the victim has taken injuries that will cause 1 point of damage per minute unless they receive attention. First aid, if successfully applied, would be more than sufficient to stop the additional damage but skilled medical care and a task check is not necessary as the lay person could apply pressure, wrap a wound, or otherwise provide the necessary attention.
Serious Bleeding
When two characteristics reach 0, the victim has taken injuries that will cause 1 point of damage per round unless they receive attention. First aid, if successfully applied, would be sufficient to stop the additional damage. A lay person could apply pressure, wrap a wound, or otherwise provide attention with no skill check required, but this just slows the damage to 1 additional point of damage per minute. A GM could rule that a failed first aid task, other than an exceptional failure, slows but doesn’t stop the damage.
Internal Bleeding
Internal bleeding may be caused by a variety of weapons, a fall, or other possible sources. If damage from a single source is double a victims unmodified endurance, they may have internal bleeding which causes 1 point of damage per minute until appropriate medical care is received.
Note that complications may be cumulative such as bleeding and internal bleeding combining for 2 points of damage per minute.
Bleeding out
Damage from edged weapons, projectiles, and other such weapons could cause additional blood loss and even lead to death if not tended to.
Bleeding
When one characteristics reaches 0 the victim has taken injuries that will cause 1 point of damage per minute unless they receive attention. First aid, if successfully applied, would be more than sufficient to stop the additional damage but skilled medical care and a task check is not necessary as the lay person could apply pressure, wrap a wound, or otherwise provide the necessary attention.
Serious Bleeding
When two characteristics reach 0, the victim has taken injuries that will cause 1 point of damage per round unless they receive attention. First aid, if successfully applied, would be sufficient to stop the additional damage. A lay person could apply pressure, wrap a wound, or otherwise provide attention with no skill check required, but this just slows the damage to 1 additional point of damage per minute. A GM could rule that a failed first aid task, other than an exceptional failure, slows but doesn’t stop the damage.
Internal Bleeding
Internal bleeding may be caused by a variety of weapons, a fall, or other possible sources. If damage from a single source is double a victims unmodified endurance, they may have internal bleeding which causes 1 point of damage per minute until appropriate medical care is received.
Note that complications may be cumulative such as bleeding and internal bleeding combining for 2 points of damage per minute.