Saturday 13 October 2012

A Cage of Light and Time

Movement

Points
Encumbrance
Explore
per turn
Combat
per round
Running
per round
Per Day
0-1
Unencumbered
120'
40'
120'
24 miles
2
Lightly Encumbered
90'
30'
90'
18 miles
3
Heavily Encumbered
60'
20'
60'
12 miles
4
Severely Encumbered
30'
10'
30'
6 miles
5
Overencumbered
0
0
0
0
On a Horse?
0-10
Unencumbered
240'
80'
240'
48
11to15
Lightly Encumbered
180'
60'
180'
36
16-20
Heavily Encumbered
120'
40'
120'
24
21-25
Severely Encumbered
60'
20'
60'
12
26
Overencumbered
0'
0'
0'
0

Light

Light Scource
Range
Time
Candle
10 feet
120 mins (2 hrs)
Torch
30 feet
60 mins (1 hr)
Lantern (per oil flask)
30 feet
240 mins (4 hrs)


Standard Healing

Where?
Peaceful nights rest
A full day of rest
Full day plus bed and clean room
In a dungeon?
Above half HP
1hp
Plus d3 hp
Plus 1 hp
NOTHING
Below half HP
Nothing
1 hp
Plus 1 hp
NOTHING
Zero hp
Wake up after d6 hours. Can speak and crawl at 10ft. Cannot carry or stand up.
-3
Dead in d10 minutes
-4
DEAD DEAD DEAD DEAD DEAD RIGHT NOW (unless you know a Liche)

Bullshit Ultra-Dramatic Emergency Healing

Method
Effect
Cost
Beer and Spirits
Once per game, can down a bottle and transfer as much as desired from WIS to HP. Wears off, one point per hour, producing hangover.
Decent- 1sp.
Good – 10sp
Horrid - 2cp
Slaps and Curses
Cures d4 damage, once.
Shame and loathing
DON'T YOU DIE ON ME MAN!!!!!!!!
Stabilises if below zero HP. Only counts if players in public space.
Embarrassment
For gods sake this man is DYING.
Wound is a monster. Level = damage. Roll INT, DEX or WIS to battle. Only DURING combat.
Time.
CAUTERIZE IT NOW!!
Can bring back HP, but lowers permanent total by same amount. Plus scarring 4 life.
Need lamp oil and a flame.


5 comments:

  1. I have a similar set of rules for "Walking it off" after combat , any Fighter Class can attempt once per day / 3 levels to shrug off 1d4 hp of damage. He or she rolls 1d20 or less versus their Con modified by the amount rolled for healing . If they make the roll the heal that much , if they fail the roll they further injure themselves. On a critical fumble they get back an extra 1d4, on a fumble The suffer a further 1d4. It works fairly well.

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    Replies
    1. That sounds good. Two of mine are only meant to work if the Players actually act it out in real life. You can only stabilise someone if you are willing to embarass yourself in public.

      I'm a bit scared of doing 'slaps and curses' though. My guys might atually slap each other.

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    2. Is that why you don't have CPR, either?

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    3. I just didnt think CPR would work in most cases. I thnk its mainly if the heart stops? Mostly my guys go down to repeated trauma wounds. I might let someone do CPR if they were level drained. Magical-Clerical-Breath-Of-Life-Word-of-God-Return-The-Soul CPR sounds quite fun.

      "In Thors name Live! LIIIIVVE!!!"

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    4. I've toyed with the idea of replacing Raise Dead with requiring the party to trek down into the afterlife to fish out their deceased comrade (and dealing with all of the danger and cranky deities that entails) or letting characters come back as zombies and search for a source of real revivification, at least until their shambling bodies give out. Can't decide if it is too forgiving or too annoying.

      Long ago, I took a class on CPR, and I am pretty sure it would require divine intervention for it to actually work. Cracked ribs are one thing, but my instructor's solemn warning that you can explode somebody's lungs and/or catch all kinds of diseases from them definitely put me off. On the other hand, this all would make a fantastic random table.

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