]d-KonstruKtioN] Logo
The Rules Of The Game
 

Character Creation
[d] Characters are created according to the Heritage rules. You can choose any human character you want. Give him a family, and give him a job. A character's job also comes with a Good Thing that is unique to the job. A Unique Good Thing is a Good Thing that no other profession offers: a cop might have a Unique Good Thing called Bureaucracy, a fixer might have a Unique thing called "Connections to shady places", and a merc might have a Unique Good Thing called "Combat Sense". As always, this is your game, so please go ahead and come up with your very own ideas.
For further information, please consult the Tin Brain netbooks, soon available for free here.


Wealth
Income: Starting characters begin the game with a certain income. The player chooses a Good Thing (a skill, most of the times) that the character uses to make a living. A soldier or hired killer, for instance uses his gun skill, a hacker uses his hacking skill, and so on. Now, the GM and the player assess the skill and rate it anywhere between 1 (very bad) to 9 (one of the best). This number is called Job Number.
Then, square the Job Number (ie, multiply it by itself). Multiply the result by (years of experience times 5, plus 50). This is the monthly income before taxes - if the character has a job at the begin of the game.
.
[d]Wealth Example #1:   
Freedom Jones is a nomad, earning his living by His Unique Good Thing "Driver". Freedom can drive every vehicle under the sun, as long as it has wheels. The GM and Freedom's player rate this skill at 7. He has been working as driver for six years now.   
His income is: 7x7 (his skill squared) x (6x5+50) = $3,920 before taxes, per month.
 

Money in the bank: a character has also saved some money at the begin of the game. To find out how much, square the Job Number, multiply it by 20, and multiply the result by the number of years of experience in this job.

Money invested in equipment: a starting character can buy equipment (car, furniture, electronics, weapons, etc.) that is worth twice the amount of the money he has in the bank.
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[d]Wealth Example #1, continued:   
Freedom has (7x7x20x6=) $5.880 on his bank account.   
He can buy equipment that's worth (5.880x2=) $11.780.
 

Cost of living: a character must spend a certain amount of money for his cost of living. Simply check the tables below, and add up all the costs.
Then, multiply the character's income by 0.60. This is how much money the character actually gets after taxes. Subtract the cost of living from this number. The result is the amount of money he can spend.
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Car insurance + rates Per month
For a $10.000 car  $250
For a $20.000 car  $500
For a $30.000 car $750
For every $10.000 more  +$250
The car is a sports car x1.5
Character is a notorius crash driver x1.5
The place the character lives in registers many car accidents x1.5
Character has bought the car and pays only insurance fees x0.25
Apartment Per month
Coffin hotel $250
Small apartment $400
House $1,000
Estate $2,000
Cheap quality  x0.75
Average quality x1
Luxurious quality x1.5
Above-average neighborhood x2
Best adress in the city x5
Near or in big city x2
Food Per month
Home-made $150
Restaurant, 1x per week $200
Restaurant, 2x per week $250
Restaurant, 1x per day $400
Eats only at restaurants $750
Cheap food x0.75
Average food x1
Luxurious food  x2
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[d]Wealth Example #1, continued:   
Freedom drives a customized (but old) car that cost around $15,000. He'd pay $500 per month for insurance, but he owns it, so his insurance is a fourth of that: $125.   
He lives in a small apartment ($400), of very cheap design with holes in the windows and paper-thin walls (x0.75), short of being a coffin. He lives in Los Angeles, though, a big city (x2). The apartment costs him $600.   
Being not much of a gourmet, Freedom eats pizza, every day ($400x0.75, it's cheap food).   
Food costs are $300 a month.   
His cost of living is (125+600+300=) $1,025 per month.   

Freedom's income before taxes is $3.920. His income after taxes, ie the money he really gets, is (0.6x3,920=) $2,352.   
After subtracting his cost of living from this amount of money, he comes up with ($2,352-$1,025=) $1,327. Freedom can spend 1,327 bucks per month.

Now you know how much your character earns. Now, let's see if he has a job at all. Roll 1d6. A 5 or 6 means he has just lost his job. Tough luck.  



Availability
Not all equipment is available on the spot. Some items are rare, so it takes the character longer before he finds it on the market. The GM should determine how available an item is.

Availability comes in different classes:

(E)xcellent: you can find it everywhere
(C)ommon: weapon can be bought at most weapon stores
(P)oor: weapon can be bought only from blackmarket dealers; very probably stolen from military assets
(R)are: 100% stolen good. A unique item or a military specialty. Most probably highly illegal.



Concealability
Weapons come in all different forms and sizes. Some are very small, while others can't be concealed.

Concealability is rated with:

(Pocket): weapon can be hidden in pocket or sleeve
(J)acket: weapon can be hidden in jacket or coat
(L)ong Coat: duh
(n)ot really: weapon can't be hidden



Cyberware
Of course, [d] is a cyberpunk game, so there has to be cyberware. C-ware is harmful to a person's mind. The more machinery someone has built into his body, or the more non-human functions he acquires, the more humanity he loses - he becomes, slowly but surely, a machine himself. This is called "Humanity Loss", or short, HL.
Every cyberware system has a die code for Humanity Loss. This code is the number of six-sided dice the player must roll to determine the actual Humanity Loss caused by the cybersystem. This number has to be subtracted from the character's Humanity.
Important: whenever a die comes up "6", the player has to roll again, adding the outcome to the Humanity Loss. Repeat this as often as the die shows a "6".

A starting character has a Humanity of 70.

In order to make matters simple, [d] uses a system that classifies cyberware. The players and the GM decide which class a certain piece of cyberware is. In case of mixed classes, simply add the cost and the Humanity Loss of the several classes.

Important: please don't forget to give your cyberware system a name.
 

Cyberware comes in several different categories:

Accessories: these are cosmetic cybersystems, like biomonitors (a complicated medical system that checks body functions and displays them on a subcutane LED), artificial hair (neon-plastic, chains, etc), or synthskin (synthetic skin that can change texture and color).
Accessories cost $100-$500. Humanity Loss is 1d6/2 (1-3 points)
 

Biosystems: this cyberware improves basic body functions. They work on cell level (not tampering with neurons - this technology is called neurosystem). These enhancements can be clearly visible. Most biosystems use nanotechnology (miniature robots that are a few millionths of a millimeter small). This is the reason why they have a low Humanity Loss. The nanoids are injected into the body, followed by "raw materials". These materials are then arranged by the nanoids to build the desired effects. Examples: toxin neutralizers, hardened (leather-like) skin, hardened bones, exosleletons, or synthmuscles.
Biosystems cost $1,500-$6,000. Humanity Loss is 1d6/2 (1-3 points, for biosystems that work similar to the natural functions, like toxin neutralizers), or 3d6 (3-18 points, for biosystems that bear no resemblance to natural human abilities, like exoskeletons)

 
Cyberaudio Systems: these systems enhance or replace the natural hearing ability. In order to work, they require a so-called cyberaudio adapter, to be installed in the user's skull, or, more exact, into the user's auditive and speech center. Only one cyberaudio adapter is required for any given number of cyberaudio systems. A cyberaudio system is "plugged" into this adapter. Cyberaudio has lots of uses, like bodyfones (a cell phone built into the skull), audio recorder, tracking devices, or bug detectors.
A cyberaudio adapter costs $500. Humanity Loss is 2d6 (2-12 points).
Cyberaudio systems cost $200-$400. Humanity Loss is 1d6/2 (1-3 points)
 

Cyberhands/Cyberfeet: only the hand or the feet is replaced with an artificial one, not the whole limb. Cyberhands/cyberfeet come in many different varieties. There are cyberfingers that have an electric torch built in, or fingertip compartments. There are cyberhands with magnetic inductors, enabling the character to cling to any metal surface. There are gyrostabilizer hands that allow the user to tote a machinepistol without having to deal with recoil. Possibilities are endless here.
Cyberhands/cyberfeet cost $150-$600. Humanity Loss is either 1d6/2 (1-3 points, for hands/feet with standard uses like normal hands/feet) or 2d6 (2-12 points, for weapon hands/feet or hands/feet that don't resemble a real hand/feet any more).

 
Cyberlimbs: whole limbs are replaced by artificial ones.
Cyberlimbs cost $2,000-$4,000. Humanity Loss is 2d6 (2-12 points)

 
Cyberlimb Devices: these are devices that are built into the cyberlimb. Like cyberhands/feet, they come in hundreds of variants. Some examples: leg holsters (to carry a weapon inside a cyberleg, a la Robocop), cyberlimb armor, extra shoulders (to install a second pair of cyberarms), audio/video recorders or titan joints (for that extra durabilty during crucial missions). Notorious cyberpunks have also their weapons built into a cyberlimb (an arm pistol compartment, for instance).
Cyberlimb devices cost $100-$1,500. Humanity Loss is either 1d6/2 (1-3 points, for devices with standard uses, like audio/video recorders) or 2d6 (2-12 points, for cyberweapons or devices that are very remote from any human appearance, like extra shoulders. Please note that the user has to pay the cost for the weapons, too).

 
Cyberoptic Systems: these systems enhance or replace the natural abilities of the human eye with digital camera technology. To work, they require a so-called cyberoptic adapter, to be installed in the user's skull. Only one cyberoptic adapter is required for any given number of cyberoptic systems. A cyberoptic system is "plugged" into this adapter. Cyberoptic has lots of uses, like image enhancers, microscopes, dart guns or thermovision (you can see the emitted heat of persons and things, enabling you to see at night).
A cyberoptic adapter costs $500. Humanity Loss is 2d6 (2-12 points).
Cyberoptic systems cost $300-$600. Humanity Loss is 1d6/2 (1-3 points)

 
Glue Armor: this is armor that is glued directly onto the user's skin. It can only be removed by surgery. Glue armor is utterly alien and turns the wearer into a monster (judged by his looks). There is even facial glue armor...
Glue armor costs twice as much as the clothing variant. Humanity Loss is 2d6 (2-12 points, for moderate armor on limbs or body), or 5d6 (5-30 points, for facial armor)
 

Implants: these are cybersystems that are implanted in the user's body. They don't enhance or improve a natural ability of the body, but they add a new ability. As you can imagine, the uses and abuses of implants are myriad. Some examples: adrenaline injectors (enhance the reflexes slightly), oxygen tanks (up to 1 hour air guaranteed), voice booster (enhances the natural volume up to 1,000 percent - often used by opera singers).
Implants cost $200-$600. Humanity Loss is 1d6 (1-6 points).

 
Neurosystems: this kind of cyberware works on neuronic level. They are completely invisible to the human eye. They enhance any activity that uses mainly the functions of the central nervous system, like reflexes or thought processes. They also enable the user to plug into electronic devices like computers, chips or smartguns. Neurosystems require a so-called neuro adapter, to be installed in the user's lower spinal area (this is called "wiring", and, of course, it uses nanotechnology). Only one neuro adapter is required for any given number of neurosystems. Any neurosystem is "plugged" into this adapter. Examples for neurosystems: pain modulator (dampens painful sensations), tactile enhancer or reflex booster.
A neuro adapter costs $1,000. Humanity Loss is 1d6 (1-6 points).
Neurosystems cost $300-$2,000. Humanity Loss is 1d6 (1-6 points)
 
 
[d]Cybersystem Example #1: "Cyberscope 5-X Cyberoptic System".   
Player Flo wants a cybersystem for his character that lets him use his eyes like a telescope, giving him the ability to magnify his sight up to 50 times. This is a Cyberoptic System.   
The required cyberoptic adapter costs Martin $500. He rolls 2d6 for Humanity Loss, and comes up with 5 points. The Cyberoptic System costs him $300 (GM's decision). He rolls 1d6/2 for Humanity Loss, and comes up with 1 point.    
The whole installation is $800, and reduces the character's Humanity by 6 points.   
Cyberpunk always means style, so Martin calls his system "Cyberscope 5-X Cyberoptic System".
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[d]Cybersystem Example #2: "Feline Spine Modification Biosystem".   
Player Stefan wants his character, a mercenary, to have cyberware that gives him the ability to fall and land like a cat, i.e., he always lands on his feet. This kind of 'ware is a Biosystem (the spine must be surgically altered to become more flexible).    
The GM rules that Rick must roll 3d6 for Humanity Loss, because this kind of cybersystem is really non-human. Rick rolls 4,4, and 3, coming up with 11 points.    
This Biosystem costs him $2,500. The GM rules that Rick's character must be falling at least 3 meters before the Biosystem kicks in.   
Rick calls it "Feline Spine Modification Biosystem".
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[d]Cybersystem Example #3: "Move-By-Wire Bio/Neurosystem"   
Klaus has a neat idea: he wants to boost his character's reflexes and speed as much as possible. He comes up with the idea of "Move-by-wire" (MBW). MBW is, basically, a fly-by-wire system used in planes, modified to fit into a human body. This cyberware is a blend of two cyberware classes:   
It's a Biosystem (because the muscles and tendons have to be enhanced to be faster), and it's a Neurosystem (because the reflexes and reaction have to be wired).   
The GM decides that the Biosystem costs $6,000, and that Humanity Loss 3d6 (because the body is very heavily modified). Claus rolls 8.    
The Neurosystem requires a neuro adapter. This is $1,000. Humanity Loss is 1d6, and Claus rolls a 4. The actual Neurosystem costs $2,000, but the GM decides that it is a very rare system, thus the price jumps up to $10,000. The Humanity Loss for the Neurosystem is 1d6, and Claus rolls a 6. This is bad, because Claus must roll once again, adding the outcome to the Humanity Loss. Claus rolls ... another 6! This is going to be tricky ... Claus must roll again, and this time he gets a 4.    
In total, Claus's MBW System costs 17,000$, and he loses 28 points of Humanity. Tough, but this is the price of running the edge.
 
 

 
Surgery:
Each piece of cyberware also requires surgery of some extent. The GM must determine what kind of surgery the installation of the 'ware requires:
Surgery can be



Better Living Through Chemistry
Cyberpunks use drugs. Period. It's that simple. The advances of chemstry have brought up a plethora of new drugs that give the user what he wants. Of course, there is no drug without side effects.

[d] uses a very simple system to describe drugs.

 
Drug Combination Results Table
01-30 Fully compatible: the two drugs work together without problems
31-60 Partially compatible: the drugs work at half their normal primary effects
61-70 Single Dominance: one of the drugs will work normally, the other has no effect
71-75 Cancel out: both drugs' primary effects are cancelled out, but side and after effects are fully experienced.
76-80 Mildly poisonous: the combination causes damage to the character: 
Like a hit with a 5mm pistol bullet. Neither effects are experienced.
81-90 Poisonous: the combination causes damage to the character: 
Like a hit with a 9mm Para bullet. Neither effects are experienced.
91-95 Extremely poisonous: the combination causes damage to the character: 
Like a hit with a 9mm Long bullet. Neither effects are experienced.
96-99 Coma: the character falls into a coma for 2d6 days.
100 Death: the character suffers damage equal to a hit with a .50 HMG rifle bullet. If he survives this, he falls into a coma for 3d6 days.
 
   
[d]Chemistry Example #1: The Real Red BullTM   
The Real Red BullTM; is an energy drink that deserves the name. Produced since 2016, this drink is a definitive upper. After drinking it, the user experiences extreme happiness, heightened endurance (dancing for 12 hours without rest? No problem!), and mild hallucinogetic effects (color blurs).   
It costs $5, and is available in every shopping mall.   
The downside is less known. The Real Red BullTM causes cancer, if you drink it regularly, over a period of three years or more.   
Primary Effects: happiness, hallucinogen   
Side Effects: mild dizziness   
After effects: thirst   
Permanent Effects: cancer (after 3+ years of regular use)   
Onset Time: 5 minutes   
Duration: 12 hours   
Detection: very obvious, the user's breath smells like Gummi Bears.   
Overdose: 10 cans; nausea 
 
 
 
[d]Chemistry Example #2: Norton mixes The Real Red BullTM and Crusade   

Let's say Norton, a young console girl, gulps down a can of The Real Red BullTM, and pops a pill of Crusade, a drug that boost the user's strength by 20 percent.   
Now, it's time to determine what effects the combination The Real Red BullTM and Crusade has on Norton:   
Her player rolls 1d100 and comes up with 93. In the table, it says:   
   
91-95 Extremely poisonous: the combination causes damage to the character:   
Like a hit with a 9mm Long bullet. Neither effects are experienced.
    
This means that each time when she uses this combination, Norton will lose 20% of her life energy and face a 60% chance of getting unconscious. 

 

  


Sample Weapon Listings
 
WEAPON  EFF. RNG. MAX. RNG. E-FACTOR
Small throwing knife 
5m
l0m
2
Large throwing knife 
15m
20m
3
Tomahawk 
10m
20m
4
Ax 
10m
20m
6
Short spear 
20rn
60m
10
Spear 
30m
70rn
14
Short bow (1 5kg pull) 
30m
400m
8
Long bow (25kg pull) 
60m
600m
14
Cornpound bow (35kg pull) 
80m
700m
16
Crossbow-wood (25kg pull) 
40m
400m
14
Crossbow-steel (50kg pull) 
100m
800m
18
.2 (5mm) generic Pistol/smg    
3
.24 (6mm) generic Pistol/smg    
4
.25 ACP (6.35mm) generic Pistol/smg    
5
.32 ACP (8.13mm) generic Pistol/smg    
6
9mm short generic Pistol/smg    
6
.22 (5.6mm) long rifle generic Pistol/smg    
7
.38 (9.65mm) special generic Pistol/smg    
7
.45 ACP (11.43mm) ACP generic Pistol/smg    
8
9mm Para generic Pistol/smg    
9
9mm caseless generic Pistol/smg    
10
.357 Mag. (9.07mm) generic Pistol/smg    
11
.41 Mag. (10.14mm) generic Pistol/smg    
12
.44 Mag. (11.18mm) generic Pistol/smg    
13
.30 (7.6mm) Carbine generic Pistol/smg    
15
.221 Fireball (5.61mm) generic Pistol/smg    
15
4.9mm caseless generic Rifle/mg    
21
.375 (9.53mm) Winchester generic Rifle/mg    
21
5.56mm generic Rifle/mg    
21
0.30-30 generic Rifle/mg    
21
8mm Mauser generic Rifle/mg    
24
.303 generic Rifle/mg    
24
.308 (7.62mm) generic Rifle/mg    
24
.243 generic Rifle/mg    
24
7.7mm Jap. generic Rifle/mg    
24
7mm Mauser generic Rifle/mg    
24
.220 Swift generic Rifle/mg    
25
7.92mm MG generic Rifle/mg    
25
6mm Remington generic Rifle/mg    
26
.30-06 generic Rifle/mg    
26
.458 Mag. generic Rifle/mg    
27
.338 Win. Mag. generic Rifle/mg    
29
.300 Win. Mag generic Rifle/mg    
30
.460 Mag. generic Rifle/mg    
35
12.7mm MG generic Rifle/mg    
44
15.5mm MG generic Rifle/mg    
61
20mm cannon /mg    
67
3.8mm shot (#2) generic shotgun    
3
8.3mm shot (00) generic shotgun    
6
10mm slug (.410) generic shotgun    
7
15.5mm slug (20) generic shotgun    
11
17mm slug (16) generic shotgun    
12
18.5mm slug (12) generic shotgun    
13
19.5mm slug (10) generic shotgun    
14
 

 

Ammunition

We don't really bother with calibers and weapon types. This is too clumsy and slows down the gaming process. Thus, we assume bullets are sold in 100-round-packs.

 

A basic pack of 100 rounds costs $20.

 

Pistol ammunition costs exactly that, $20 for 100 bullets.

Submachinegun ammunition cost twice for a pack.

Machinegun ammunition costs twice for a pack (including belt).

Rifle ammunition costs triple for a pack.

Shotgun ammunition costs $15 for 12 rounds.

 

This way, 100 rounds for a machinegun would cost $40, while 100 rounds for an assault rifle would cost $60.

 

Hit Points and Blood Points

This is a very realistic game, so the characters do not only lose Hit Points when they are injured, but also Blood Points. Please note that Hit Points are a measure of your character's "vital energy" and cannot be reduced. When your character is injured, he will suffer the damage in points as impairment in percent: if a charcter is hit with 10 points of damage (Dp), all his actions involving the injured part of the body are reduced by 10 percent.

Blood Points are the only kind of points the players must book-keep. Once the amount of Blood Points (Bp) reaches 0, the character has bled to death.

A character has as many Hit Points and Blood Points as his weight in pounds.

 

 

Damage System: Projectile Weapons

 

1) Armor Penetration

A projectile carries energy with it to the target. This causes damage. The faster a projectile is, the more energy it delivers, and the higher is the damage. [d] uses the so-called E-Factor (short for "Efficiency Factor"). The E-factor accounts for both the amount of armor a projectile can penetrate and for how much damage it does.

The E-Factor is found by multiplying the projectile's diameter (in thousands of an inch) times the velocity of the projectile at launch (in feet per second), and dividing the result by 50.

The formula looks like this: (Diameter x Velocity)/50 = E-Factor

The formula works equally well for a pellet fired from a slingshot to a bullet fired from a machinegun. The E-factor is used to find how much armor the projectile can penetrate. The following tables are used to find the amount of material a projectile can penetrate and how much energy is left after penetration. After deciding what the armor class is of the material you are firing at, this number is subtracted from the E-Factor of the projectile you are firing.

 

The E-Factor remaining after the armor class is subtracted is the number of damage points (Dp) the projectile does to the target.

The E-Factor is approximately equal to the projcetile's penetration into flesh in inches.

Armor has two Armor Classes: one against projectiles, and one against hand-to-hand (HTH) strikes. Armor with only one number is impenetrable by HTH attacks.

 

 

Armor Class Table
 
Armor Class Projectiles/HTH Steel/cm Wood/cm Concrete/cm Stone/cm Material
A/0 0 0 0 0 Skin
B/1 0 0 0 0 Heavy Cloth
C/3 0 0 0 0 Leather
1/6 0 2.54 0.03 0 13mm light plastic
2/12 0 5.08 0.5 0 13mm heavy plastic
3/13 0.25 7.62 0.76 0 Chainmail
4/14 0.34 10.16 1.02 7.62 3mm Armor Plate
5/15 0.42 12.7 1.27 8.89 4mm Steel Plate
6/4 0.5 15.24 1.52 - Nylon Body Armor
7/8 0.57 17.78 1.79 - Resistweave cloth
8 0.64 20.32 - - 6mm Fiberglass plate
9 0.7 22.86 - - 6mm Aluminium plate
10 0.76 25.4 3.18 16.51 -
14/8 - - - - Kevlar vest
15 1.02 34.29 7.62 22.86 -
16 - - - - 19mm Lexan
18 - - - - Fiberglass/Titanium plate
19 - - - - 13mm Aluminium
20 1.27 45.72 10.16 30.48 -
21 - - - - 3mm Boron carbide ceramic
25 1.52 55.88 15.24 36.83 -
30 1.79 66.04 19.05 43.18 -
35 2.03 78.74 22.86 49.53 3mm Boron/carbon filament plate
40 - 88.9 29.21 55.88 -
42 2.29 - - - -
45 - 99.06 34.29 60.96 -
48 2.54 - - - -
50 - 109.22 39.37 66.04 -
55 - 121.92 45.72 71.12 -
60 - 129.54 50.8 76.2 -
65 3.18 - - - -
82 3.81 - - - -
90 4.06 190.5 91.44 106.68 -
100 4.45 - - - -
120 5.08 - - - -
160 6.35 - - - -
200 7.62 - - - -
250 8.89 - - - -
300 10.16 - - - -
350 11.43 - - - -
400 12.7 - - - -
 

 

2) Damage: Medical Tables

When a projectile strikes flesh ist E-Factor converts straight into Damage Points (Dp). These Dp account for the extent of a wound. The factors of wound shock, wound severity, hydrostatic pressure, bleeding and the striking of major blood vessels are all taken into account. The first step in finding damage is to determine where the strike has taken place. To do this, use the following table.

 

1d100 Hit Location

1-5 Head

6 Neck

7 Right Hand

8 Right Wrist

9-10 Right Lower Arm

11 Right Elbow

12-13 Right Upper Arm

14 Shoulder Joint

15 Left Hand

16 Left Wrist

17-18 Left lower Arm

19 Left Elbow

20-21 Left Upper Arm

22 Left Shoulder Joint

23-26 Right Foot

27 Right Ankle

28-32 Right Calf

33 Right Knee

34-41 Right Thigh

42 Right Hip Joint

43-46 Left Foot

47 Left Ankle

48-52 Left Calf

53 Left Knee

54-61 Left Thigh

62 Left Hip Joint

63-71 Torso Area 4

72-80 Torso Area 3

81-90 Torso Area 2

91-00 Torso Area 1

 

 

This table is used when the firer did not state a specific target area.

The areas defined as torso are generalized and cover the whole of that portion of the body.

 

 

3) Head Hits: Death and KO Chances

After the area of the body struck has been determined the possibility of immediate death is decided. This possibility is given as a percentage chance that varies with the area struck and the amount of damage inflicted.

 

The most lethal area hit would be the head. Due to its importance, the head may take only a little damage before there is a very high chance of death. The possibility of decapitation also becomes very real with enough damage.

 

Head Hit: Death Chance
 
Dp  Death %
Dp greater than 5  90%
Dp less than or equal to 5  75%
Dp of 1  10%
 

 

Head Hit: Decapititation Chance
 
Dp Decapitation %
Dp greater than or equal to 10  25%
 

 

Head Hit: KO Chance
 
Dp % KO %
Dp greater than or equal to 6  95%
Dp less than 6  50%
 

Note: Unconsciousness lasts for at least (1D20 + 20) x10 minutes, characters with good constitution can reduce this significantly.

 

 

4) Torso Hits: Death Chances

Following the head the next most lethal area hit is the torso. The torso, due to its complexity, is broken up into 4 zones. Each of these zones have a degree of lethality according to their importance and the amount of damage taken.

 

Torso Hit: Death Chance
 
Torso Zone Dp less than 16 Dp 16+ Dp 35+
60%  90%  99%
40%  70% 80%
20%  40%  50%
10%  30%  40%
 

 

4a) Limb Hits

A strike on a limb of over 10 Dp has a 25% chance of amputation (this includes the throat).

Any strike on a limb has a 16% (roll 1 on 1 D6) chance of striking a major blood vessel and rupturing it, causing profound blood loss.

 

 

5) If the target survives the death chances

lf a character survives the death percentage of a hit he must then account for the damage taken. The Dp he received is the impairment in percentage when he is using the injured limb - so, 10 Dp mean 10% less success chance to the character. Please note that head injuries impair all activities while limb injuries impair only those that involve the injured limb.

 

 

6) Wound Shock

In the case of any wound there is a possibility of wound shock causing unconsciousness. This is dependent on the amount of damage taken.

 

Wound Shock
 
Dp  Chance of KO Roll on 1d6 for KO
1-4  16% 1
5 or more  32%  1,2
10 or more  64%  1,2,3,4
 

Note: Unconsciousness lasts for at least (1D20 + 20) x10 minutes, characters with good constitution can reduce this significantly.

 

 

7) Blood Loss

There is a loss of Blood points (Bp) for every wound taken. This loss is equal to the Dp of the original wound and these points are multiplied according to the following table.

 

Blood Loss
 
  Simple Wound  Blood Vessel Struck, or Limb amputated
No assistance Dp x 3 turns Dp x 5 turns
First Aid  Dp x 2 turns Dp x 3 turns
Medical Aid  Dp  Dp x 2 turns
 

Note; Only trained medical personnel can replace Bp and then only to the original amount.

 

 

Blood Transfusions

The following table lists the various blood types and if a transfusion is possible between different donor and recipient types.

 

Donor Recipient
 
0+ 0+ 0- A+ A- B+ B- AB+ AB-
0+  +*  +*  +*  + +*
0- 
A+  - - +* - - + +*
A-  - - - - +
B+  - - - - +* +* 
B-  - - - -
AB+  - - - - - - +* 
AB-  - - - - - -
 

+ Transfusion possible

-Transfusion impossible

+* = Transfusion possible but may be attempted only once.

 

 

8) Healing

Given total rest the body's Hit Points are replaced at the rate of 1 point per day (game time). Blood points are replaced at a 2 points per day. lf a joint was damaged it has