General House Rules
Character Generation
Sprinting
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Sometimes in
combat, you just really have to put on a burst of speed when you’re running.
Divide the character’s Constitution score by four (rounding up); this is
the number of times the character may “Sprint” during the current firefight or
other danger situation. To Sprint,
the player rolls a d20 against his character’s Constitution score, like any
other task. Success means that the
character may put on an extra burst of speed, increasing his running speed by
one-third of his Constitution score (rounding up).
After a sprint, the character may not attempt to Sprint until at least 5
seconds have passed. Outstanding success indicates that the character’s running
speed increases by an additional two meters during that Sprint.
Catastrophic Failure indicates that the character takes one point of
damage in one leg (rolled randomly) and his speed is reduced by 25% regardless
at what speed he is moving. (The
character has “pulled something.”)
If the
character injures himself during a Sprinting attempt, the full impediments to
his speed last for 24 hours. After
that, the character will have his speed reduced by 10%. A character with medical
skill may help him, with successful medical treatment (determined by an Average:
Medical – Trauma Aid roll) reducing the injury impediment time by 25% hours.
If the medic or doctor rolls Outstanding Success, the character is
impeded for 50% less time. If the
PC or NPC with medical skill rolls Catastrophic Failure, the injured character
takes another point of damage to his leg, and the length of injury time is
tripled for both phases.
Medications such as Ben-Gay, Icy Hot, Tiger Balm, etc, give the person
administering the medical aid a +1 on his roll.
Minor pain relievers (such as aspirin, acetaminophen, Motrin, naproxen
sodium) give the person with medical skill a +2.
Prescription-strength muscle relaxers or painkillers such as Skelaxin.
Vicodin, etc, give the person with the medical skill a +3. The character may
also attempt self-treatment. If he
himself has medical skill, roll as above.
Otherwise, use Difficult: Intelligence or Education. He gets the same
bonuses for medication as above, whether he has Medical skill or not.
Even if he
is injured by a Sprint, the character may attempt to Sprint again; however, the
Sprinting speed is based on his injured speed instead of the normal movement
rates. If he injures himself again,
his movement score is reduced by a further 25%, and this is concomitant.
After four such injuries, movement will no longer possible (except for
crawling) unless a Formidable: Constitution roll is made. Such a character will
be able to move at a 75% penalty for one-quarter of his Constitution score. In
addition, the injured leg is 75% likely to be the same one as before; if so, it
takes an additional 3 points of damage.
Injury recovery times will be 48 hours longer for each additional injury.
If medical treatment is given (whether by someone with Medical or no
medical skill), it will be one level more difficult per injury (to a maximum of
three additional levels of difficulty).
The
character may already be debilitated due to an unrelated leg injury.
The character’s chances of being able to Sprint are reduced by -1 per two
points of injury he already has, and his Sprinting speed is based on whatever
reduced movement rate he already has, and the character automatically takes an
additional point of damage to that leg (or both, if applicable). He has
aggravated his already-existing injury.
If the
character makes more than half his possible sprints in a single firefight or
danger situation, he incurs an additional level of fatigue after the fight or
danger situation is over. Certain
items (such as Gatorade-type drinks, energy bars, or suchlike) ingested within 3
hours will remove this kind of additional fatigue.