Hi Jeff!
This is Marshal Schnabul from Germany (old europe
:-))).
I worked on the topic of layering armor and made a
set of rules for it. I donŽt know if I can send them straight to the listserv,
so better post your own email adress, so I can send it to you as attachment. Its
in lotus format, but I Žll save it in Word-Format.
On the matter of Bleeding, I think you got mixed up
with the rules. Or I always understood them wrong. As far as I know, you start
bleeding, if the wound level in ONE location has reached 3. So in your example,
the doomie wouldn't bleed at all. If you want to stop bleeding, just make a
foolproof (3) medicine general roll on the bleeding location. For every success
and raise youŽll stop one point of bleeding (in that location). This takes as
long as giving back wind (1minute), so remember to let the character bleed on
other bleeding-locations in the meantime. Bleeding is one per round, not per
minute.
So thats all, I hope it helped,
Marshal S.
----- Original Message -----
Sent: Thursday, January 23, 2003 3:07
PM
Subject: [HOE] Rules Questions
Layering Armor:
Can you layer armor and if so how does it work.
Say I got a character that wants to wear both a boiled leather shirt and a
kevlar vest. I ruled at the table that it could be done with in reason
(i.e. couldn't wear two kevlar vests for a total AV of 4) and the character
would get the benefit of both. So far it hasn't really upset game balance much
if at all. What have you other Marshals out there done with this if it has
come up in your game?
Wind Recovery while Bleeding to
Death:
The Doomsayer in our group (the only healer,
supernatural or mundane, in the group) took 3 hits from a burst. Two shots hit
him in the right leg for 3 wounds each. Since he only had white chips he was
only able to soak each wound down to 2, which left him critically wounded in
that leg. I rolled for wind and socked it to him for over 36 points, which
took him out of the fight. Since he was critically wounded he was also losing
2 wind per minute from bleeding. After the battle, he wanted to
make a vigor roll to recover wind so he could act and heal himself.
My first question is can he recover wind normally while bleeding or does
someone have to stop the bleeding first? Secondly is it a normal Medicine (11)
roll with a time of 1d6 hours to stop the bleeding (for a critical
wound) or is there something I missed that specifically refers to
stopping bleeding.
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