Vitality. HP expansion

Note, this reintroduces, after a form, the total HP option from earlier Runequest.
Characters receive vitality points equal to their CON (+1 for 15+ SIZ and POW, +2 for 18+ SIZ and POW) + 1D6 (I like a bit of randomness)

Vitality damage is incurred as follows:
Hit location reduced to 0 HP -1
Each major wound -1D6
Characters rolling to remain conscious from an injury lose 1 vitality per round they remain conscious. When unconscious, lose 1 vitality per minute (you arent exerting yourself anymore, plus, it makes berserker type of characters more interesting)

Poison damage works RQ3 style but with the new opposed roll rule instead of resistance table.


At 0 vitality, you croak.
 
Nice. Simpler than total HPs, and solves the problem of high Resilience being too random a factor, too. I would not use D6s, though, or make them optional (2 pts per major wound, and no bonuses at all to CON).

Two more suggestions:

a) Lose 1 vitality per each Fatigue level lost. Vitality losses due to Fatigue cannot kill you.

b) Each time you are allowed to regain one level of Fatigue, you can regain one Vitality instead. This includes rest, first aid and fatigue-restoring spells. When you are poisoned, you cannot regain Vitality until all venom has been purged from your body.
 
Back
Top