Sat Jan 19, 2008 10:51 am by GM-Phil
Going along the "simplify" lines.. (actually maybe not so simple)..
Character is at 0 LP - Injured (this is what a person would say if they were asked their condition). character is still concious but unable to defend himself, walk or talk above a whisper. (can still crawl). Any further damage immediately moves the character to Badly injured.
Character is in Negatives for 1 -59 secs - Badly injured - requires a lvl 1 or better healing potion or First aid or better. Character is still concious but unable to defend himself, move or talk above a whisper. any further damage immediately moves the character to incapacitated.
Character is in Negatives for 61-120 secs. - Incapacitated - requires a lvl 2 or better healing potion or surgery to be brought to 0. character is unconcious and completely helpless. Any further damage immediately moves the character to Dying.
Character is in negatives for 121 - 180 secs. - Dying - requires surgery (or other means discussed a little further down). Character is unconcious and completely helpless. Further damage has no real effect. although things such as limb removal and the like might still eb possible to increase the chance the character may not be revived.
Character is in negatives for 181+ secs - DEAD and all that implies.
Now with this system it might make the Rping of dying a little more fun at least.. no more Healer running up.. "condition?".. "Ummm -3?"..
Also a few current skills would need to be re-looked at.. Such as Healer "Transfusion".. as well as Empath "Transference". They will work as written but I believe something shoudl be added to allow them to help heal people that are in the negative condition.. as they have had this ability in the past, they shoudl continue be able to help. What I am thinking may be a little radical but this is only a suggestion.
"Transfusion" - The healer can transfer life from one target to another. it takes 30 seconds per life point transferred. The Healer cannot drain more than a target's positive Life point total nor can they heal a target beyond their maximum life point total. Both the target who is donating life points and the target receiving life points may not move during the transfer process. The Healer must be present for the transfer to work. As well if a character is "dying" then the healer may transfer the life of one target (him/herself included) into the patient.. bringing both the patient and the target being transferred to 0 life points, this use of the skill takes 1 Minute and the patient is considered "stable" during the transfusion.
"Transference" - Empaths can drain 2 life from a target, even themselves, and give another target 1 life point in return, up to the character's maximum life point total. This ability takes a 20 count to activate and the Empath must be touching both targets. At any time the Empath takes damage or moves, he/she is considered interuppted and must make the 20 count again. The Empath can only drain positive life from an individual. Thus, once a player hits 0 life they may no longer be drained. A final use of the skill is to transfer the life of one target into a "dying" character.. this use takes 1 minute to perform and the empath may not use him/herself as the transfer target.
Add "stable" in the rules - "Stable condition" - means the character is currently being healed and may stop counting for life loss.. but if the healer is interupted the injured character must resume his count where he left off.
i think that is all I have for now.. just some thoughts based on what I saw in this thread.. these would also require some simple rewording of a couple other skills but nothing major.. I think the hardest thing people would have trouble with is remembering the names of the levels of wounded.. but just like the rest of the rules we learn what we can.