You feel a burning flash run through your body and your vision
is filled with a million tiny splatters of blood as most of the vessels in
your eyes simultaneously explode. You try to scream but all that manifests
is a horrid gurgle as your lungs also fill with blood, bubbling up to your
mouth and running down your chin. Red fluid also leaks from beneath your
finger nails and a vein in your wrist pops free of the skin, writing and
twisting and spraying gore. Then the burning fades and your heart rate
calms but still pumps hard to replace the fluids lost through your wounds.
You've been nailed with a Power Bolt....a Power Bolt that only did serious
damage.
Be it by bullet, car wreck, IC or spell every runner is going
to get hurt. Unfortunately the definition of "hurt" tends to elude a lot
of PCs and gamemasters. A runner doesn't care about the Serious damage
because they say they're "tough". Well guess what, buddy, tough doesn't
help you when fifty percent of your body is covered with first degree
burns.
While the Condition Monitor is a wonderful way of keeping
track of exactly how far a character has to go before they're dead it does
a crappy job at giving you any clue as to what state the character is in
before he gets there. Sure there's the modifiers but it's not as if the
character gets shot, is given his plus two, and is suddenly unable to do
everything as well as they could a moment before. Light damage may mean
you got the tip of your trigger finger sliced off. Moderate damage may
mean a bullet just shattered your elbow.. Serious damage may mean somebody
just smashed both of your hips with a sledge hammer. And Deadly damage,
well, we all know what that means. If you just went by the Condition
Monitor the guy with the smashed hips would take his plus three, get up,
and mosey on his way.
It seems that many PCs, as well as GMs, don't think about the
actual effects of getting hurt. They just figure that Light damage means
you took Light damage, receive a +1 modifier, and are free to get on with
the run. What it really means, or should mean, is that you're MESSED UP.
Parts of you hurt like hell, may not work the way your used to, or may not
even be there anymore. Your pain compensator doesn't mean a damn thing if
the Moderate damage you took was the result of somebody breaking all of
your fingers therefore preventing you from firing a gun regardless of how
good you feel.
And then there's the morale issue. The condition monitor may
only say Moderate but if that Moderate means somebody just hacked off most
of your right hand even if you're a magician who casts using chants and
hardly even utilized the damaged hand in the first place just seeing the
white bone poking into areas of nothingness where once it was connected to
a finger has got to bring you down.
So what's a good way to introduce, if you haven't already, the
true meaning of getting hurt? Well, I'm going to try to show you parts of
the method I use, although I admit it's a bit messy. Most of the time I
just shout out an injury ("The bullet punches through your right hand")
when somebody takes damage. The system gets even messier once you get to
healing. Here are a few of its finer points:
Damage Effects Hierarchy
One of the first things you should do is set up a loose
hierarchy of damage effects for the sake of consistency. The worst thing
you can do is tell one PC that Serious means he lost an eye then turn
around and tell another the same when he gets only a Moderate. My
hierarchy is a bit brutal, mainly in an attempt to keep PCs from wanting
to get hurt as well as reduce the over all stupidity factor. The following
is a very quick summary of my hierarchy:
Light Wound: Deep cut, partially severed/broken finger, broken nose,
flesh wound, small burn.
Moderate Wound: Broken arm, damaged/destroyed eye, partially
severed hand/foot, broken sternum.
Serious Wound: Damaged organs, severed limb, severe burns.
Ok, so how do you know which effect to hand out? Why should a
PC receive a flesh wound when they could, instead, receive a severed
finger? It really depends on the situation. If two people are fighting
with swords and one parrys wrong, receiving Moderate damage, the wound
would involve a laceration of some kind. Magic effects are tricky because
a Power Bolt can do anything from giving a person a simple heart attack to
blowing his brain out through his eye sockets. But, as I mentioned above,
I usually hand out whatever damage pops out of my mouth at the time,
although I'm careful to make it realistic and to keep its severity in its
proper category. If an NPC does moderate damage to PC with a full auto SMG
burst I may shout "The bullets stitch up your arm, up your neck, and into
your face chipping your jaw and clipping your jugular." This may seem
brutal until you realize that most of the wounds are superficial, the
jugular hole is so small it clots in a second, and the jaw is still in ok
shape.
Condition Monitor Adjustments
I'm constantly playing around with the levels of damage on the
PC's and NPC's condition monitors to reflect the fact that the effects of
a wound are not constant. A hacked off finger may only give you a Light
but, if you don't do anything about stopping the bleeding, it will further
damage your through blood loss. If, however, the stump was properly
treated I may allow the player to erase the Light damage altogether
although they will still have a missing finger; It doesn't magically
regenerate.
Also, with the condition monitor, the modifiers only reflect
the OVERALL condition of a character. The number would be increased if,
say, they tried to fire a gun with a hacked up hand and it would be
decreased if they used a non-damaged hand.
Healing
I'm sure at least one person is wondering why "severed finger"
is under the Light category of my hierarchy when it obviously takes longer
than a day for such an injury to heal. For the most part I do this because
on the grand scale of things such an injury isn't that big of a deal as
far as modifiers are concerned. As long as it isn't a trigger finger the
injured person can wrap it up and keep going. Many of the effects on my
hierarchy seem especially severe for their category and don't at all jive
with the healing system. This is because, for the most part, I've done
away with the normal healing system.
This is mainly because it doesn't make a whole lot of sense.
Lets say somebody took Serious damage resulting in their arm getting
hacked off in a sword fight. With 2050's technology the runner could enter
a good hospital, get the arm reattached, and be back out on the street in
a day. Of course if he tired to lift anything with this arm it would
probably fall off. But, for the most part, he's feeling ok. His other arm
works fine and if he swallows a pain killer he might not even feel hurt.
By the healing rules, even if he was healing at the fastest possible rate
he would still have the +3 modifier for firing a gun with his good hand
for another day. Sure, if he got into a fist fight or had to climb a fence
he's get the +3 and probably have the arm fall off again but if he had to
fire his pistol there shouldn't be any problem.
And there are a million other examples of odd healing
situations. A decker who has lost an eye ball because of Moderate damage
may decide he never really needed it in the first place. An hour after
losing it he has a skilled medic cauterize the wound and sewed the eye shut.
He feels pain, but it's nothing compared to the time he broke his leg, and
he hardly notices it. Technically he would have a +2 modifier until
everything has "healed". But he's not feeling any effects from the damage
and as long as it doesn't get infected his eye, or eye socket as the case
may be, will heal without him even noticing. Why, then, the +2?
With magical healing things get a bit weirder. If a character
who received Moderate damage because a bullet grazed their eye was healed
magically then I consider the eye healed as well. If, however, the eye was
completely shot out to the point that there was little eye left to heal
the magic would simply heal the socket. If somebody had their arm hacked
off, receiving Serious damage, magic would be able to heal the stump but
wouldn't be able to take care of the entire arm. Even through the
character was technically "healed" they would still be without the arm and
would still receive a modifier of some type for, say, climbing a wall.
There are many exceptions to the above results, such as when the hacked
off limb is placed in it's original location and magic is able to merge
the pieces together again.
First aid works kind of like magical healing, only it's much
sloppier. If somebody was shot through a lung I would allow somebody using
first aid to "heal" it, although this healing would involve a quick, messy
sealing of the hole and a better repair job would probably be necessary
later to insure that the hole does not reopen. With a hacked off arm on
the spot first aid would be able to do little more than preserve the arm,
cauterize the stump, and place the injured individual in a better position
to fully heal once the run was over.
What you have to do if you want healing to be realistic is
take into account not only the over all damage shown on the Condition
Monitor, but the individual injury as well. Sure this complicates things
but such is the price one pays for realism. Integrating the concept of
"hurt" into the game may be difficult. Most players like to think of their
PCs as machines who's ability to do and to not do things is measured by
the boxes of a condition monitor. They may not understand that although
the damage was Light the bullet went through the runner's smartgun pad in
the process thus rendering it inoperable.
And, on a final note, let me mention that the best way to keep
track of wounds and healing and everything related to the two is to give
the players karma bonuses for integrating their damage into their
roleplaying as well as reducing their karma when they don't. Getting hurt
isn't an aspect of a character that can be overlooked.
P.S. I just wanted to add on these mock injury related
Gamemaster vs. Pain In The Ass Player verbal exchanges because, well, I
though they were kinda funny.
GM: You jump out of the Brumby's way a little too late and it
clips the lower part of your legs, cracking your shins, and giving you
Moderate damage.
PC: I run away.
GM: Uh, you have two shattered leg related bones.
PC: I only have a +2, I can run.
GM: On what?
PC: My legs.
GM: Your legs are broken.
PC: But it's only Moderate.
GM: You, as a whole, are Moderately damaged. Your legs, as a
whole, are Seriously damaged. Your lower legs, by themselves, are Dead.
GM: Your sword swing is too low and the troll hammers his
baseball bat into your right shoulder, breaking it into four or five
pieces, and giving you Moderate damage. He then runs away.
PC: Whoooo, that was close! Anybody for a beer?
GM: What about your shoulder?
PC: I was going to take some time off anyway. It'll heal on
it's own in a week, ten days tops.
GM: It is in five pieces.
PC: And?
GM: The five pieces don't know where to go. The first piece is
thinking about sliding further down your arm. The second is considering
merging with the third even though they were not originally joined. The
forth is wondering if it is sharp enough to puncture your skin. The fifth
is sitting near a major artery and is wondering what's inside it.
PC: So? I'm getting into my car.
GM: You feel a sting as you open the door. The fourth piece is
happy, your skin was thinner than it thought.
GM: The sniper rifle round slams into your chest, nicking a
lung, bouncing off of and breaking a rib, ricochetting through your liver
and finally leaving through your stomach thus giving you Serious damage.
PC: Ok! Where is he!!!?? Where's the sniper!!!??
GM: It's getting hard for you to breathe.
PC: He's gotta be around here somewhere. Ah, on top of that
building! I run towards the building.
GM: You feel a burning pain in your gut. As you run more blood
begins to flow from your wound.
PC: Hope he doesn't shoot me again, I'm almost dead! Tee Hee!
Hey, maybe under that car!!
GM: You're feeling light headed and can hardly breathe.
PC: Whoops! No more running for me! I'll just walk to the car.
GM: The speed at which you are traversing the sidewalk means
little to your liver which, by the way, is beginning to fail.
PC: I'll patch that baby up back at home base! Now where was
I...Oh, Yeah! Here sniper, sniper, sniper.....
GM: Your world is beginning to fade, you feel like you are
going to fall over. Blood now soaks your clothing.
PC: Darn! I'll have to get those cleaned! Mr. Sniper....
GM: You fall to the ground and everything goes black.
PC: Oh, so he's using some spell on me! Dirty mage! Show your
face, you pansy!
GM: A white light appears above you and beckons you upward.
"The good Lord awaits you, my child." booms an omniscient voice.
PC: Good! Maybe this Lord character knows where the sniper is!
GM: I give up.... |