Rewriting Dwindle pt 6 Health & Trauma

 Original Dwindle had hit points, and rolling for damage. I kept this as I wanted a bit of an old-school feel. The HP were limited to 10 + 5 upgrades of 3 points each. This gave a total of 25 max HP. A tier 5 NPC will hit for 1d12 points. This means a PC could be down in as few as 3 hits.

Armor decreases damage (max 5 armor to reduce damage by 5). But there is also a chance of loosing armor each time you're hit.

With the more narrative approach to this edition, I'm doing away with swingy damage, and hit point pools. For more narrative damage, I have to admit that I am in love with the system presented in Blades in the Dark. But I will be modifying it a bit, of course.

Trauma

Often as a result of a failed roll, you will suffer Trauma. Trauma includes any negative effect such as injury from a skirmish, shock from a shoggoth, or delirium from a drug.

You have 6 trauma boxes. When they are all filled, your character will leave the campaign in a suitable manner. For example, if they are injured, the may die. If they suffer a more mental trauma, they may simply decide it is time to retire.

When you take a trauma, roll a d6, and write the trauma in the corresponding box. The boxes are arranged in 3 tiers. From the bottom: Numbers 1, 2, and 3 Traumas are in Tier 1. Numbers 5 and 4 are in Tier 2, and Numbers 6 is in Tier 3.

~~~~~~~~~~~Trauma~~~~~~~~~~~
~~~~~Tier 3~~~~~
6
~~~~~Tier 2~~~~~
5
4
~~~~~Tier 1~~~~~
3
2
1

When a Tier is full, your TN will be increased by the Tier number until you can reduce your trauma. Thus if you take the Number 6 Trauma, your TN increases from 15 to 18.

Healing Trauma

Healing is an extended task, and requires 6 successes to be completed. Once 6 successes have been acquired, your Tier 1 Traumas are removed. Your Tier 2 Traumas are moved to Tier 1, and your Tier 3 Trauma is moved to Tier 2.


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