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Old 06-05-2015, 02:18 PM   #2
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: Bleeding rules and lethality

Depends on the setting and availability and quality of first aid. But just by itself it's not too bad. The big thing is the first aid is not subject to the bleeding penalty so your likely you get a success before you bleed for too long.

When it gets really nasty is the extra rules in Martial Arts where some wounds bleed more quickly than others but more importantly at a worse HT mod, first aid suffers the bleeding penalty to stop bleeding but even worse than that is some locations need surgery skill rather than first aid!

Take a 2pt jab in the vitals for instance in basic it's a 6pt injury so HT-1 to bleeding, not great but not a disaster. But in Martial Arts that get's another -4 penalty so that's now HT-5 (not likely to get three of those in a row so you're looking for help) but it's also every 30 seconds but even worse that's a surgery roll at -5!

Targeted attack: thrust vitals, suddenly looks quite cheap for the points!

Also beware skull wounds even when they are only 1 or 2 points of basic damage!


Oddly guns can be slightly mitigated if you use the the over penetration rules, but since they likely to be doing a lot of damage your likely to be bleeding at a negative mod even if you haven't taken all the damage because of the cap.

Were it gets nasty is when several things coincide. 4d P++ muskets balls, no armour and TL4 First aid can ruin your day.

Beware P+ large calibre pistols in TL5 wild west, especially if they are using expanding bullets. Especially if you keep with the genre conventions of high skill, close ranges and fireing quickly

Last edited by Tomsdad; 06-05-2015 at 02:45 PM.
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