233 lines
10 KiB
Plaintext
233 lines
10 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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These are the variants that I use in my TORG campaign. Most of them were made
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when I was trying to use some Phoenix Command rules in Torg. I know that TORG
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is supposed to be totally generic, but even fights between Core Earth
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characters using CE weapons were pretty unrealistic.
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Mostly, the shock and wound rules are there because I wanted to take
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full advantage of TORG's logarithmic scale, so we could have titanic battles
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or fights with Godzilla. This way, if you have a large number of 'soldiers'
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you can either roll separately or lump them logarithmically into one damage
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value.
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The crippling rule is there like it is because, 1)like I said, I wanted
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more realism, 2) I didn't want to have to roll for hit location, and 3) the
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players were really bugging me by removing more than one wound. It just seemed
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so unrealistic to not be wounded and yet be knocked out by a bullet.
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The bleeding rule was the toughest. As I was trying to convert Phoenix
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Command, I saw a fundamental difference between TORG damage and Phoenix Command
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damage. When you write down that you have taken two Wounds, you are guaranteed
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right there and then that you will live as long as you don't take any more
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damage. When you take damage in Phoenix Command, even a single point, you won't
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know whether you will live or die for up to 25 days. I *have* had a character
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die from a single point of damage.
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If you're interested, here are the 'sort of' conversion numbers that
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these rules are based on:
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1 point of TORG shock is 2.5 points of PC damage, Wounded is 100 DT, Heavy
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Wound is 201-300 DT, Mortal Wound is 1001-2000 DT, 4Wnd is 5001-6000, and 5wnd
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is 16,000. To my joy, I discovered that DT and RR for a TL 13 Trauma center
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are fairly linear for up to 1000 points of damage.
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The disconnection rules are mostly untested, and there isn't any
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'reality check' for them. If you use them, please let me know what you think.
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Most of the rules sound like legalese because I was trying to plug
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all the loopholes I could think of. I was going to put some summary tables at
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the end, but you are probably bored out of your mind by now and will never make
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it past the rules, so I'll put the tables here.
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Combat Results Table
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Ords Possibility-Rated
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S 1 1
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1 O 2 2
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2 K 3 O 3
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3 O 4 K 4
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4 O 6 6
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5 K 10 O 10
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6 Knockdown K/O 16 Knockdown O 16
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7 Knockdown K/O 25 Knockdown K 25
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8 Wnd K/O 40 Knockdown K 40
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9 Wnd K/O 63 Wnd K 63
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10 Wnd K/O 100 Wnd K 100
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11 2Wnd K/O 158 Wnd K 158
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12 2Wnd KO 251 Wnd K 251
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13 3Wnd KO 398 2Wnd O 398
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14 3Wnd KO 631 2Wnd KO 631
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15 4Wnd KO 1000 3Wnd KO 1000
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+2 +1Wnd +1Wnd
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Recovery: roll value of time (seconds) vs. value of shock taken (round down),
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7 for O, 15 for K.
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Bleeding Table Tech Levels
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Care Level Roll every First Aid Medkit Ambulance Hospital
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1 Minute 19(required) 19(FAid) -- --
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2 Hour -- 26 23 21
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3 Day -- 30 26 22
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4Wnd Day -- -- 30 26
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5Wnd Day -- -- -- 30
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Notes: Only First Aid can be administered at Care Level 1.
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Natural Healing of a wound, completion of Care Level 3, or complete Healing
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miracle stops bleeding. Incomplete Healing miracle goes to the next Level.
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Wound level TOU DN First Aid/Medicine DN
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Wound 8 8
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Heavy Wound 11 12
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Mortal wound 13 15
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4Wnd 15 15
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5Wnd 17 15
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Wound Accumulation Table
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Fresh Wound level
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Prev. 1 2 3 4 5
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1 2 2 3 4 5
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2 2 3 3 4 5
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3 3 3 4 4 5
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4 4 4 4 5 5
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5 5 5 5 5 6
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Summary
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1) New shock values for CRT, above.
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2) New wound accumulation rules, above.
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3) Split TOU
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4) Stormers who spend a possibility to remove more than one wound suffer a
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crippled limb.
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5) Healing-TOU+9 for 1Wnd, TOU+6 for higher levels. Reduce Healing miracle by
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1 level, and First Aid and Healing take 1 minute.
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6) Bleeding-see table above
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7) Reconnection-one try after a minute, then hour, then day, plus bonus numbers
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TORG Rules Variants
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by Grant Davis
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Refer to p.18 of TORG rulebook.
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1)Wound and KO damage are the same, but all targets take the Effect value of
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the damage result points in shock. Characters fall unconscious after taking
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their TOU value in shock.
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Possibility-rated characters divide shock by 10 instead of subtracting
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3 when they spend a possibility, and when a character takes shock for any other
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reason (like fatigue), multiply the listed shock by 5.
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1b) Ords who are unconscious or out of combat heal 5 shock per turn, and must
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heal all shock before waking up. Possibility-rated characters may (instead)
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make a roll; the 'Attribute' is the Effect Value of time (in seconds, rounded
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down) since the last roll, or since falling unconscious if this is the first
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roll. The Difficulty Number is the Effect value of shock taken, or 7 for an
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O result, whichever is higher. Success means the character wakes up with all
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shock and O removed. If the result total was higher than 15, a K may also be
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removed.
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[Note: This allows Storm Knights to spend Possibilities and cards and 'save up'
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time for the dramatically appropriate moment to awaken, rather than say
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'Admiral Calavicci will regain consciousness in 8.2 minutes':-]
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2) Wound levels do not add. If the old and new wounds are equal, raise the
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character's wound level by 1; otherwise, use whichever level is higher.
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Wounds less than the character's current level are ignored, but in this
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case a Storm Knight has to remove at least one wound level if she spends a
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possibility. (closin' them loopholes :-(
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3) I don't like 3, so I won't post it (It's another 'fix' due to rule 1.)
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4) Crippling limbs- Possibility-rated characters suffer a disabling injury if
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they spend a possibility to remove more than one wound level at a time. Roll
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a die: 1-6 is a disabled arm, 7-20 is a disabled leg.
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If there was no wound damage after the possibility was spent, the
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disability is a 'pain injury', and will be removed when all shock and KO
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are healed. If the knight takes one or more wounds from the attack, it is an
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actual broken bone, which will be healed when all wound damage is healed.
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5)Healing-roll against TOU+6 for Heavy or Mortal wounds, and TOU+9 for Wounds
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[no, that isn't a typo]. The Healing Miracle heals 1 wound level on a Minimal
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or Average success, and 1 addl. level for each addl. level of success. Medicine
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rolls contribute +2 on a Spectacular success, and +1 on any other level of
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success.
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5b) First Aid and Healing take at least 1 minute; Medicine takes at least 1
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hour. [I made this rule and the disability rule because the PCs were taking
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hundreds of shock points, spending a possibiliy to remove the wounds, and then
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having the other PCs remove all their shock next turn with First Aid or
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Healing]
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6) Bleeding (sort of):
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Care Level 1-If a characer is wounded, she must receive a successful
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First Aid roll (difficulty numbers on p. 55) from a person with a Tech axiom of
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19 or greater within 1 min. (6 rounds) or make a TOU roll (DN 8 for wound, 11
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for Heavy Wound, or 15 for Mortal Wound). Failure increases the wound level by
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one; success means the character has another minute to recieve First Aid, or
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she must roll again, and so on until either a successful First Aid roll or a
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failed TOU roll, which advances the patient to Care Level 2.
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Inspiration counts as successful First Aid (if the PC is in real danger
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of dying, the GM may continue flipping cards even after combat is over).
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Care Level 2-Roll each hour until a Medicine roll is made with minimum
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equipment of a Tech 21 hospital, a Tech 23 ambulance, or a tech 26 medkit
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(Medicine DN is same as for First aid, and TOU DN is same as above, based on
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*original* wound level). Again, failure increases the wound level by one, and
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success keeps the patient at Care Level 2 for another hour.
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Care Level 3-After the second successful Medicine roll or failed TOU
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roll, roll each day until a successful Medicine roll at a Tech 22 Hospital,
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Tech 26 ambulance, or Tech 30 medkit.
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If this last level of care can be reached, no further rolls need be
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made and wound levels due to bleeding can be immediately removed (blood
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transfusions, etc.). If it cannot be reached, the character stops rolling
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after failing a TOU roll at this point or succeeding at a natural healing
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roll, but then the wounds due to bleeding must be healed naturally.
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Note that Care Level 2 can be skipped, but Care Level 1 cannot; a
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character must receive First Aid, even if she is shot in a hospital.
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A Healing miracle stops bleeding completely if all wounds (blood
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loss first, then original damage) are healed immediately, otherwise the
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character only advances to the next Care Level.
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A successful medicine roll at a Tech 26 hospital can 'bring back' a
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patient with 4 wounds, or 5 wounds at a tech 30 hospital (if there is a
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chance of this, continue using the bleeding rules even after 4 or 5 wounds
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are taken).
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If a First Aid or Medicine (or Healing miracle) roll fails, it may not
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be attempted again until the next time period (the patient has to make at least
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one TOU roll).
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[Note: most of these bleeding rules rarely come into play; the priest
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simply heals all the party's wounds right after combat. When he started doing
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it *during combat, I made the rule that it took at least a minute.]
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[Don't let your players con you by saying that their opponent's laser
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guns cauterize the wound, because these wounds aren't *exactly* due to
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bleeding. You see, my numbers only held up for the initial wounds if a person
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was shot in a Tech 23 hospital, so I created these rules to show what would
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happen if they didn't get the best medical care immediately.]
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7) Reconnection-the first attempt to reconect may be made after (9+bonus)
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Effect value in seconds have passed, the second after (18+bonus) seconds,
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and subsequent rolls after (25+bonus) seconds. This averages out to one roll
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after one minute, then after an hour, then each day. When generating the
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bonus, roll again on 10s and 20s. No matter how short the time, the roll may
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not be made until the next turn.
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The Grant Man
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Best line heard in _The_Forever_City_:
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"What?! We're out of Colombian Coffee?"
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-Zippy, the Cockroach Cartagras
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