Supplement Four
SOC-14 5K
Classic Traveller Rule: When a character has one stat go to 0, he's unconscious. He'll come-to in about 10 minutes, and at that time, his wounded stat will be raised to half it's normal value. If treated by a medic, this character will be fully recovered in about half an hour. And, if he doesn't get some medical attention, his stats will slowly creep back to normal over a three day period.
-------------------------------------------------
A CT character having one stat go to 0 really isn't all that bad. I mean, sure, falling unconscious in a gunfight might be just as dangerous as getting killed (because you're at the mercy of those still conscious), but if you aren't injured further when you're out, you'll recover fairly quickly when you wake up.
It's not like you need surgery and hostpital time like you do when two stats go to zero....
I've often thought about this method that CT uses for wounds. It's kinda neat. I like it. One stat going to zero is what you have to make if you want to knock a character out.
One stat at zero is like a serious stun....
-------------------------------------------------
Let me digress a moment. A few years ago, me and a buddy of mine were riding on some pretty serious bike trails. He got going a little fast as he went down the side of a hill, couldn't stop his bike, and slammed into a tree.
The dude went down for a moment. He wasn't quite "knocked out", but he was definitely dazed. If he lost consciousness, it was only for a moment--like a few seconds and no more.
But, after a few minutes, he was as OK as ever, and we continued on our bike trek.
I remember wondering at that time (after I made sure he was OK, of course) how that situation could be modeled in Traveller.
And, that's led me to a little tweak of the rule above....
Check this out and tell me what you think.
=================================================
STUN!
Whenever a character has one stat go to zero, he makes a check against his current level of END.
2D for END or less
If check is successful: The character is stunned/incapacitated/unconscious for 1D combat rounds, after which time his stats are placed halfway between their wounded and maximum values. He will heal from this point as normal for Minor wounds.
If check is successful and doubles are thrown on the dice: The character is stunned/incapacitated/unconscious for 1D minutes, after which time his stats are placed halfway between their wounded and maximum values. He will heal form this point as normal for Minor wounds.
If check fails: The character is stunned/incapacitated/unconscious for 3D minutes and recovers from this point as normal for Minor wounds.
=================================================
This is a "version" of the blanket CT rule (referred to at the top of this post) that allows characters to "go-out" for just a combat round or two, depending on their injury. A character might be out for just 2 minutes rather than a static 10 minutes listed in the CT rules. Or, a character may be out for a bit longer (max of 18 minutes), if he fails the check and rolls trip 6's on his time roll.
Using this rule, the situation that I described with my buddy crashing into the tree can happen.
Also, getting knocked out doesn't seem so "static". When people are knocked unconscious, it's not always for 10 minutes. They may be out a moment or two...or a couple of minutes...or close to half an hour.
This rule tweak brings all that into play with a little, simple, game mechanic.
I'm going to test this out in my game tomorrow.
Thoughts?
-------------------------------------------------
A CT character having one stat go to 0 really isn't all that bad. I mean, sure, falling unconscious in a gunfight might be just as dangerous as getting killed (because you're at the mercy of those still conscious), but if you aren't injured further when you're out, you'll recover fairly quickly when you wake up.
It's not like you need surgery and hostpital time like you do when two stats go to zero....
I've often thought about this method that CT uses for wounds. It's kinda neat. I like it. One stat going to zero is what you have to make if you want to knock a character out.
One stat at zero is like a serious stun....
-------------------------------------------------
Let me digress a moment. A few years ago, me and a buddy of mine were riding on some pretty serious bike trails. He got going a little fast as he went down the side of a hill, couldn't stop his bike, and slammed into a tree.
The dude went down for a moment. He wasn't quite "knocked out", but he was definitely dazed. If he lost consciousness, it was only for a moment--like a few seconds and no more.
But, after a few minutes, he was as OK as ever, and we continued on our bike trek.
I remember wondering at that time (after I made sure he was OK, of course) how that situation could be modeled in Traveller.
And, that's led me to a little tweak of the rule above....
Check this out and tell me what you think.
=================================================
STUN!
Whenever a character has one stat go to zero, he makes a check against his current level of END.
2D for END or less
If check is successful: The character is stunned/incapacitated/unconscious for 1D combat rounds, after which time his stats are placed halfway between their wounded and maximum values. He will heal from this point as normal for Minor wounds.
If check is successful and doubles are thrown on the dice: The character is stunned/incapacitated/unconscious for 1D minutes, after which time his stats are placed halfway between their wounded and maximum values. He will heal form this point as normal for Minor wounds.
If check fails: The character is stunned/incapacitated/unconscious for 3D minutes and recovers from this point as normal for Minor wounds.
=================================================
This is a "version" of the blanket CT rule (referred to at the top of this post) that allows characters to "go-out" for just a combat round or two, depending on their injury. A character might be out for just 2 minutes rather than a static 10 minutes listed in the CT rules. Or, a character may be out for a bit longer (max of 18 minutes), if he fails the check and rolls trip 6's on his time roll.
Using this rule, the situation that I described with my buddy crashing into the tree can happen.
Also, getting knocked out doesn't seem so "static". When people are knocked unconscious, it's not always for 10 minutes. They may be out a moment or two...or a couple of minutes...or close to half an hour.
This rule tweak brings all that into play with a little, simple, game mechanic.
I'm going to test this out in my game tomorrow.
Thoughts?