In T20 the combat sometimes results in a character succumbing to stamina damage before lifeblood damage, so in effect he gets knocked out of the fight before being killed.
I thought about this, and figured that perhaps there ought to be some exceptions to the rule. So I came up with variant rules.
1. Stimulant packs. A shot of adrenaline to give a much needed boost. Not the same as the medical drug (which heals all stamina damage and some lifeblood damage, and can only be taken once in a 24 hr period). Stims provide BONUS stamina points rather than heal existing points, and the more you take the more you get. The effect lasts for about an hour, and there's a danger of falling addicted to the drug.
2. New Feat: Grit
Travellers are often exposed to life threatening situations that require grit, determination, and resolve to carry on when the chips seem down. Sometimes the difference between victory and defeat is the will to win.
Pre-requisites: Not sure, but my gut says there should be some~Stofsk
Benefit: If a character takes damage to reduce his Stamina to 0, allow him to make a Fortitude Save (DC=total Stamina damage taken). If successful the character does not fall unconscious. If the damage also reduces Lifeblood to 0 or below, a similar save is made. In both cases the character is 'fatigued' and suffers an effective -2 to Strength and Dexterity, and can only make partial actions (so attack but you can't move, or you can move but you can't attack, etc).
Normal: If a character's Stamina is reduced to 0 he falls immediately unconscious.
Thoughts?
I thought about this, and figured that perhaps there ought to be some exceptions to the rule. So I came up with variant rules.
1. Stimulant packs. A shot of adrenaline to give a much needed boost. Not the same as the medical drug (which heals all stamina damage and some lifeblood damage, and can only be taken once in a 24 hr period). Stims provide BONUS stamina points rather than heal existing points, and the more you take the more you get. The effect lasts for about an hour, and there's a danger of falling addicted to the drug.
2. New Feat: Grit
Travellers are often exposed to life threatening situations that require grit, determination, and resolve to carry on when the chips seem down. Sometimes the difference between victory and defeat is the will to win.
Pre-requisites: Not sure, but my gut says there should be some~Stofsk
Benefit: If a character takes damage to reduce his Stamina to 0, allow him to make a Fortitude Save (DC=total Stamina damage taken). If successful the character does not fall unconscious. If the damage also reduces Lifeblood to 0 or below, a similar save is made. In both cases the character is 'fatigued' and suffers an effective -2 to Strength and Dexterity, and can only make partial actions (so attack but you can't move, or you can move but you can't attack, etc).
Normal: If a character's Stamina is reduced to 0 he falls immediately unconscious.
Thoughts?