Re: [TML] "Dark" Imperium? Rupert Boleyn 03 Jun 2020 23:22 UTC


On 04Jun2020 0839, xxxxxx@gmail.com wrote:

>
>
> On Wed, Jun 3, 2020 at 2:10 AM Rupert Boleyn <xxxxxx@gmail.com
> <mailto:xxxxxx@gmail.com>> wrote:
>
>
>     MgT's stat bonuses are more generous, so you can expect a +2 from End
>     unless you've low End.
>
>
> Characteristic Modifiers
> Characteristic Score Dice Modifier
> 0 -3
> 1-2 -2
> 3-5 -1
> 6-8 +0
> 9-11 +1
> 12-14 +2
> 15+ +3
>
> To get +2 from END, you need a 12. That's nowhere near a 6-8 average.
> Down there, you get 0. I consider 8-11 to be typical character range
> so that's either a +0 or +1.
...And that is what happens when you rely on memory - I remembered MgT
used stat/3, and forgot that it also adjusted the bonus to be +0 for the
common range of stats (i.e. the bonus is stat/3 - 2, rounded down).

That throws everything else I said about MgT's low berths out.
>
>
>     GT's rules weren't perfectly safe: with a skilled attendant
>     (skill-10+,
>     which is fairly minimal but isn't nothing, about Medic-1 in CT/MT I'd
>     say) you were safe. Without an attendant, or with an unskilled
>     one, you
>     rolled your HT and on a critical failure (17-18 on 2d6 for almost
>     everyone) you died. Otherwise you were fine.
>
>     TNE's rules were: Upon revival the attending character makes a
>     Difficult
>     roll vs Medical (Diagnosis). That's an unmodified roll on a D20 vs
>     EDU+Diagnosis (their 'asset'), and for anyone who's done a term of
>     training as a medical student that should be a 9 or better, even
>     if they
>     specialised in something other than diagnosis. A professional doctor
>     should have 12-16 or even more. A paramedic or nurse at least 8,
>     probably 10 or more. On a success (I'd give the attendant on your
>     average trader a 10- for 50% odds), it's all good. On a failure,
>     roll 1D6.
>
>     1-2: 1D6 damage to the chest, which doesn't start healing for 1D6
>     days,
>     skin loses some tone and colour for 1D6 weeks, looking gray and
>     wrinkly.
>     [Note: 1D6 damage to the chest in TNE is trivial for almost everyone.]
>
>     3-4: 2D6 damage to the chest, which doesn't start healing for 1D6
>     days,
>     poor motor function for 1D6 weeks, giving -2 Agility, and skin as 1-2.
>
>     5-6: 3D6 damage to the chest, no healing without surgery due to organ
>     damage. [This is the first amount of damage that might actually
>     result
>     in a penalty to the average PC from the damage itself. The book
>     doesn't
>     say, but presumably the Agility penalty from 3-4 also applies.]
>
>
> That 50% odds of avoiding damage doesn't sound very practicable as any
> commercial transit program. :)
> Even a 10% shot at major chest damage is pretty grim. And having to
> spend weeks recovering motor function and likely in hospital ($$$)
> would really ruin any trip.
Yes, it would. Say bye-bye to your skiing holiday. OTOH, if you're
taking a holiday off-world, you're pretty much by definition not the
sort who needs to use low passage. It makes frozen watches of
questionable utility though, and even a fully qualified doctor will
probably 'only' have Diagnosis-16 or so, so even with such a person
attending there will be a significant number of people coming out with
the shakes or worse.

--
Rupert Boleyn <xxxxxx@gmail.com>