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Message no. 1
From: cmd_jackryan@***.net (Phillip Gawlowski)
Subject: Hitzones for Shadowrun (tm) Version 2.0 (loooong post!)
Date: Wed, 16 Apr 2003 16:20:06 +0200
by the Death's Hand (or more common: GameMaster :-D)

Okay, I have reworked the rules after some discussion on the list, and this
is the result.

Thanks to loads of people for commenting and suggesting improvements.

The Changes: Another HitZone Table (Requires 4D6), the reults of the wounds
have changed, introducing disabilities (very basic)


And now, into the new rules:

These rules require additional book keeping.
You have to track the wounds per HitZone (Light, Medium, Severe, Deadly),
and the Wound Count.

More of this later.

These rules are intended for the following situations: Shotguns, automatic
fire modes (Including Burst modes!), ranges beyond point blank (close and
longer ranges), even if firing single shots.

Called Shot Rules:
Treat according to rules, add +4 for HitZone Table roll, to reflect the
additional effort by the character to hit where he/she wants. Only for one,
single shot. Not burst or anything. DO NOT use the HitZones for Close
ranges (Nor this rule)!

Wound Count Rules:
The Wound Count Rules reflects the damage a body can take.
Every wound results in an increased Wound Count, which starts at 0.
Light: +1
Medium: +1
Severe: +2
Deadly: +4

A Character can only take as much wounds as his doubled Body Attribute.
As soon as the Wound Count reaches this number, a Willpower test has to be
rolled: Willpower (Wound Count.) If the test is failed, add +1 to Wound
Count, and the character cannot act until the combat is over, because of
the pain. Re-Roll the test everytime the character wants to spend Karma for
this test. 1 Karma buys 1 Re-roll. A character cna only re-roll, when
he/she could act in combat.
[This is a great possibilty to burn Karma, as Karma rolls should be allowed
by the GM.]

I.E.: John Dow has Body 4, Wound Count 8. John rolls his Willpower test,
and scores: 2, 4, 8, 7. Lucky boy, he succeeds.
His fellow Sammy Claw has body 5 (4, plus Dermal Plating level 1). Her
Wound Count is 12. He scores: 4, 2, 1, 11, 8. Well, she isn't so lucky
today, so his Wound Count is now: 13. If she spents 1 Karma, she can re-
roll the test.


For every hit (use the normal rules with above addition), roll 4D6, and
look up in the table:

HitZone Table:

4-7 Leg
8-11 Arm
12-23 Torso
24 Head

Roll D6: even right limg, uneven left limb
Increase the Wound Count, and look up the damage below.


Left Leg:
Light: Running only if Willpower(4) test passed, at half normal running
range
Medium: No Running
Severe: Walking only if Willpower(6) test passed
Deadly: Fall on your face. Treat it according to rules

Right Leg:
Light: Running only if Willpower(4) test passed, at half normal range
Medium: No Running
Severe: Walking only if Willpower(6) test passed
Deadly: Fall on your face. Treat it according to rules

Left Arm:
Light: Lifting of equipment weighing more than 10 KG only if Willpower(4)
test passed
Medium: Lifting of equipment weighing more than 7 KG only if Willpower(5)
test passed
Severe: No lifting possible, but the arm can still support the other arm
Deadly: The arm is not usable

Right Arm:
Light: Lifting of equipment weighing more than 10 KG only if Willpower(4)
test passed
Medium: Lifting of equipment weighing more than 7 KG only if Willpower(5)
test passed
Severe: No lifting possible, but the arm can still support the other arm
Deadly: The arm is not usable

Note:
If both arms have reached Severe, you can fire two-handed weapons only with
these modifiers: +4 TN to hit when firing single shot, +1 Wound Count:
Multipe Bullets: +4 TN to hit, add Fired shots * 2 to the Wound Count. This
reflects internal wounds caused/intensified by the weapon recoil.


Torso: Treat as usual.

Head:
Light: Perception tests hampered (+2 to tests), all pools halved
Medium: Perception tests hampered (+4 to tests), aiming and firing if
Willpower(4) test passed, +1 Wound Count
Severe: Unconsciousness, any disablilities prevented if a DocWagon team is
treating victim within 30 seconds, +2 Wound Count
Deadly: Instant death. You are dead, sorry. Want some tea?

Handling Wounds in limbs:
If a character is wounded in both arms or legs, he has to roll all tests,
and can only use the limbs, where the tests are passed.

Healing and the Wound Count:
The Wound Count decreases by 4, even if the causing wounds are not
treated. But to get the Wound Count back to 0, it requires a) the treatment
of all wounds and b) additional (4D6 * Wound Count) days to recover
completely. the Wound Count decreases over time, so devide the Wound Count
by numbner of days rolled to see how much it is reduced per day.

Mental Disabilities:

This would require another table, that I haven't worked out yet. I will
include one for Mental Disabilities and for Body Disabilities in the next
Version.

Right now, use your imagination. Usually, a Light wound in the head can go
without any disability in the aftermath, espoecially with a medical
techlevel of Shadowrun.
For Medium wounds, I would suggest flashbacks, a light amnesia, a partial
loss of long term/short term memory (permanent, unlike an amnesia).

For Severe wounds, A character will loose an attribute permanently. This
can be Quickness, Essence, Reaction, Quickness, Willpower, additional to
above stuff.

Deadly Wounds are exactly that: Deadly. If the character isn't dead, he/she
is not able to use his/her brains anymore. That is definite.

So far, so good.

And again, feel free to comment, critizise and ignore this post.

--
Phillip Gawlowski
GameMaster and GeneralIdiot

Further Reading

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