12-29-2014, 03:55 PM | #1 |
Join Date: Oct 2012
|
Hard to Kill/Mortally Wounded - what exactly happens?
A while back, I had a character (HT 14, Fit, and Hard to Kill 2) who wound up rolling above a 15 on a -4xHP death check, and I wondering how exactly that worked game-rules wise. He was very close to bleeding out to the -5xHP automatic death, and was bleeding from the vitals.
The good news is that it's at the end of a successful starship boarding action, and sickbay, a well equipped as a mass casualty trauma center (as it's a warship) is (let's see, run the math) is 170ish yards away, (plus down 2 and up 1 flights of one story stairs), and crewmen were immediately ordered to "get him to sickbay, fast!" And at sickbay they have multiple operating theaters (+2 quality bonus), ready to go, plenty of blood for transfusions (my character has the advantage of being the blood type of the universal recipient, so anything in the blood bank will work, and at TL 8 + a bit of ^ it's whole blood, as they've found a way to make it keep for 6 months.) Additionally, the surgeons there have minimum skill 14 (fully trained: med school, residency, board certification, than familiarization with starship sickbays - just as good as any hospital planetside), plus every quality bonus to First Aid a full hospital would have. So he can actually reach sickbay just before bleeding out to -5xHP, and at that point whatever medical treatment needed for either mortally wounded or Hard to Kill will happen immediately, with a high chance of success. Also, he didn't fall unconscious for maybe 10-20 seconds after the point where he should have failed the roll, since I forgot to roll until then! In any case, it was a short 5-8 second firefight where he reached -4xHP, travel 20 feet, see that the bridge has surrendered, and likely at that point the adrenlerline came down, so there's some justification in universe. Also, around that time I was considering a houserule that there's -1 to checks to stay conscious for each -1xHP below 0. I didn't know until a few days ago it was an official rule. Oops. The whole action lasted around 5 minutes, and of course the injury would be spread throughout that, there wasn't much in the first 1-2 minutes, and there would have been a lot of Do Nothing maneuvers while waiting for crewmen to come up, or issuing orders or just plain waiting for something else to happen. Also, my character has HT 14, Fit, and Hard to Subdue 2. (I had calculated it would take about 5 minutes to roll an 18, so I didn't bother rolling. Oops again.) Also during the hour to stabilize a mortal wound, or alternately while in surgery for Hard to Kill, the GM and another player decided that the (female) 1st lieutenant came in. She asked if he would live, the Doc answered he didn't know, and she kissed him. My character's married, there is no love interest between the two of them, and she thought it would be a fitting gesture to her century's Nelson if he did die. (Sir Thomas Hardy did the same thing while Nelson lay dying below decks.) (Also, this is after having destroyed 2 million tons of shipping in the previous 2 years, and having just possibly saved his country by successfully taking on in a heavy cruiser two battleships,two destroyers and a dozen large freighters carrying both the 1st Guards Corps and the parts and equipment needed to establish a base forward, which is why she considered him another Nelson. (Final score: one battleship carrying the enemy General Staff for the invasion boarded and captured, and the rest destroyed, mostly by getting lucking and disabling them in a gas giant's gravity well, which put it on course to crash into the planet)) My character isn't very well educated, doesn't know who Nelson is, and it's mostly meant as a touching gesture, and something something that will be considered a minor case of "scandalous" that could cause a flap in his career at high level later on. So I guess I wondering whether he would be mortally wounded as normal, or have the results under Hard to Kill, whether Bleeding would happen (My rule is that making Bleeding rolls stops once you're rushed into surgery and on a couple of trauma lines of IV whole blood), and whether it matters anyway. For what it's worth, I don't remember the exact result of the roll. The only reason it would matter mostly curiosity, and future reference (how does Hard to Kill and Mortally Wounded interact?). It might matter someday, either in this or another campaign. If you have HT 12 and Hard to Kill 2, what happens if you roll either a 14 or 15-16? |
12-29-2014, 04:07 PM | #2 |
Join Date: Oct 2014
|
Re: Hard to Kill/Mortally Wounded - what exactly happens?
As far as I know, if you succeed a roll to survive thanks to Hard to Kill (that is, Hard to Kill makes the difference between survival and death/mortal wound), you collapse, apparently dead and as such are automatically unconscious, and someone untrained in medicine might pronounce you dead, but anyone with even one rank in any medical skill who bothers checking you up will tell you're still alive. Aside from that, you survive normally. And IIRC, you can stop bleeding with a 1st aid roll, and a transfusion would give a TL based bonus AND be a routine check.
|
12-29-2014, 04:29 PM | #3 |
Banned
Join Date: Aug 2004
|
Re: Hard to Kill/Mortally Wounded - what exactly happens?
HT 14, Fit, and Hard to Kill 2
3-15 Alive and maybe conscious. 16 Alive and unconscious. 17 Mortally Wounded 18 Dead HT 14, Fit, and Hard to Subdue 2 0HP or less 3-16 Conscious 17-18 Unconscious -1XHP or less 3-16 Conscious 17-18 Unconscious -2XHP or less 3-15 Conscious 16-18 Unconscious -3XHP or less 3-14 Conscious 15-18 Unconscious -4XHP or less 3-13 Conscious 14-18 Unconscious HT 12 and Hard to Kill 2, 3-12 Alive and maybe conscious. 13-14 Alive and unconscious. 15-16 Mortally Wounded 17-18 Dead He would be bleeding no matter what, until he made his HT roll to stop bleeding, or got treatmeant |
12-29-2014, 07:09 PM | #4 | |||||
Join Date: Oct 2012
|
Re: Hard to Kill/Mortally Wounded - what exactly happens?
Quote:
Quote:
Quote:
Quote:
Quote:
On another subject - what's the total quality/equipment bonus for a hospital? First Aid gets +1 for Hemostatic Bandages and +2 for a crash kit. Since a portable surgery gives +2 to first aid, but nothing is listed for that for an operating theatre, does the operating theatre still give +2, for +5? Or is "a whole hospital" simply count as "the best possible equipment for the TL," giving +4 in this case to First Aid. (Starships, sure, but still mostly TL 8, even on the starship itself.) Does the +2 for a TL8 surgical kit stack with the +2 for an operating theatre, for +4 total, or are their modifiers for different cases (so presumably a surgical kit would be at a penalty for what an operating theater gives a bonus for)? I presume the last case? For that matter, if First Aid 14 and +4 quality means skill-18, is any roll that succeeds by 10 or more a critical success? (NOT in combat.) For this case, 8 or less, a full 25% of the time? Not according to the rulebook, but passing a roll by 10 or more is pretty much unheard of anyway. Perhaps allow it (restoring maximum possible HP - 6 HP) in this case only. Also, can you apply First Aid and treating shock for each wound (up the the wound's actual injury, of course), or is treating shock a "once per patient" deal? In this case, particularly if it can be done for each wound, it would be done over a few hours once all the casualties have been initially treated, and nobody else needs any higher level of care. |
|||||
12-29-2014, 08:55 PM | #5 |
Join Date: Oct 2014
|
Re: Hard to Kill/Mortally Wounded - what exactly happens?
I believe a full hospital was what they described as their example of "Best possible equipment for a given TL".
Photographic memory (mitigator: only applies to thing one is passionate about, -10%) is a wonderful advantage... :P |
12-29-2014, 09:01 PM | #6 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Hard to Kill/Mortally Wounded - what exactly happens?
Quote:
17: failure, so HTK has no effect. Your degree of failure isn't actually well defined here, but it's either a failure by 1 (since 16 succeeds) or 0 (since your roll is 17). A failure by 1 is a mortal wound, a failure by 0 kills you. I'd call it a failure by 1. 18: per the above logic, your degree of failure is 2 (mortal wound), but it's also critical failure (undefined Bad Stuff), and calling the undefined bad stuff 'actually dead' seems pretty legitimate. |
|
12-30-2014, 02:08 AM | #7 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Hard to Kill/Mortally Wounded - what exactly happens?
Quote:
You will find following also of interest: Assistants: +1 per assistant with Physician, Surgery, or (if appropriate to the equipment used) Electronics Operation (Medical) at 12+; +2 for skill 15+. Maximum bonus is +6. First Aid should apply against the whole combat, otherwise you get silly things like healing 30 HP if they've been caused by a shot of 30 shotgun pellets. |
|
12-30-2014, 02:38 PM | #8 |
Join Date: Oct 2012
|
Re: Hard to Kill/Mortally Wounded - what exactly happens?
Err, where does the +2 for TL 8 for the Surgery skill come from? I get the operating theatre bonus, but not the TL one. And yep, Basic defines a hospital as "the best possible equipment for the TL" explicitly in the description for what that means!
EDIT: Or is the +2 for a TL 8 surgical kit the actually a TL modifier? I guess that explains it. Thing is, it's not fully as the description says in that it does not have single use disposable cutting surfaces, rather solid reusable ones. That's due to extended length away from supply (in my starship, anyway. Doesn't apply anywhere else.) Still likely counts as +2. Last edited by BraselC5048; 12-30-2014 at 02:43 PM. Reason: So that's it... |
12-30-2014, 03:09 PM | #9 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Hard to Kill/Mortally Wounded - what exactly happens?
Quote:
Quote:
|
||
12-30-2014, 04:06 PM | #10 | ||
Banned
Join Date: Aug 2004
|
Re: Hard to Kill/Mortally Wounded - what exactly happens?
Quote:
1st roll: 16 or less = success (less time -6; time 24 minutes); failure = try again. 2nd roll: 16 or less = success (less time -4; time 36 minutes); failure = try again. 3rd roll: 16 or less = success (less time -2; time 48 minutes); failure = try again. 4th roll: 16 or less = success (less time +0; time 60 minutes); failure = try again. 5th roll: 16 or less = success (More time +2; time 4 hours); failure = try again. 6th roll: 16 or less = success (less time +4; time 15 hours); failure = try again. Total time 21 hours 48 minutes. odds of failing all 6 rolls = (4/216)^6 =0.0000000040330856120518700000% It's worth noting that with HT14 + Fit + Hard to Kill 2, his Mortal wound survival roll is 16 or less that means: 6 or less: Stabilise 7-16: Alive but keep rolling 17 or more: Die What that means: Quote:
|
||
Tags |
bleeding, death, hard to kill, mortally wounded, surgery |
|
|