| Raising the Dead + | - | - | - | Bleeding |
| Dragon 31 | AD&&D | - | - | Dragon |
The beginning of a character’s life occurs
when he (she) is awarded
his (her) first set of HP. Any study of
death must begin at this same
place: How many points does the character
have?
I have heard in many
AD&D
circles, and I have announced in my
games, that a character
of “adventurer rank” begins with a full hit die of
points for his (her)
first allotment. A fighter gets 10, a cleric 8, a thief 6, a
magic user 4, etc.
(Note: a ranger gets 8+d8, a monk 4+d4.) This is <monks
get 6+d6>
adjusted for constitution so that our
fighter could have as few as 8
(constitution of 3) or as many as 14 (constitution
18) hit points as a
veteran. Each other class is treated in
the same way. Thereafter the
appropriate die (or dice) is thrown, the
points adjusted for constitution,
and awarded to the character.
If this system is used by the DM it must
be extended to
ALL characters and non-player races (i.e.,
humans, half-orcs, half-elves,
elves, halflings, gnomes and dwarves but
not any monsters or
humanoid—orcs, kobolds,
giants, wyvems, etc. are excluded, and all <orcs
and kobolds are PC options, and therefore
have class levels>
their HP come from random die rolls).
Having established the beginning, we can
now define the end.
When a character (or NPC) reaches each
listed hit point
threshold he (she) will be subjected to
the following conditions:
| Hit points after combat | Chance of death | Chance of mutilation | Chance of scarring | Loss of consciousnessness | Loss of STR. & DEX. bonuses |
| 2 | 0% | 0% | 5% | 0% | 50% |
| 1 | 0% | 0% | 10% | 50% | 100% |
| 0 | 10% | 2% | 15% | 100% | 100% |
| -1 | 30% | 4% | 20% | 100% | 100% |
| -2 | 50% | 7% | 30% | 100% | 100% |
| -3 | 70% | 12% | 50% | 100% | 100% |
| -4 | 90% | 20% | 80% | 100% | 100% |
| -5, -6 | 100% | 40% | 100% | 100% | 100% |
| -7, -8, -9 | 100% | 70% | 100% | 100% | 100% |
| -10 | 100% | 100% | 100% | 100% | 100% |
2: With 2 HP left
(this assumes the character had at least 4
points to begin with), the character has
a 5% chance to be wounded so
as to receive a scar (obviously a blow
from a weapon is most likely to
produce this effect). In addition, the
weakened figure is 50% likely to
lose any strength and dexterity bonus(es)
he (she) may have. If there is
a bonus loss, the figure is also forced
to give up his (her) ability to run.
This in no way affects others types of
performance, includng spell
casting.
1: With 1 HP left
(this assumes the character had at least 4
points to begin with) the character has
a 10% chance to receive a scar;
loss of any dexterity or strength bonus(es)
is automatic, plus loss of the
ability to run. The figure is 50% likely
to pass out. This condition is
immediate upon receiving damage. 2-5 rounds
later, if the figure
makes a system shock saving throw, he
(she) will regain consciousness.
Once consciousness is regained (there
are subsequent system shock
checks every 2-5 rounds if the figure
remains passed out) there are no
further checks. Remember, this applies
to PCs and NPCs.
To casual inspection, the figure looks
dead but any close inspection
will show the figure is alive.
0: At zero hit points
the figure passes out but has only a 10% chance of
immediate death.
In 2-5 rounds, unless wounds are treated-there is
NO treatment for electrical shock, etc.,
short of a spell-the figure must
make a system shock roll. If he (she)
makes the shock roll he (she) has
“stabilized” and will not need a further
check for 1 full hour. Subsequent
checks must be made on an hour-by-hour
basis. Failure to
make a shock roll will mean the figure
loses 1 more HP and
must again check for immediate death.
If treated within the 2-5 round
grace period (this means wounds bound,
bums tended, etc.) the shock
roll can be put off for 1 hour as stated
above.
If a Cure is used then there is no need
to roll for system shock for the
victim since he (she) will have at least
1 HP. Again, there is a
chance for scarring. This will take the
form of a deep cut somewhere on
the body; it will not impair the figure
in any way but can be unsightly.
At 0 points there is a small chance for
mutilation. Mutilation
would be loss of a body part or an internal
organ that will hamper the
figure.
<>
Restoration or a Wish is needed to restore (regrow) the body part before a Raise Dead can be successful. <actually, this should probably be a regenerate spell, not restoration>
Note that any wound to the heart or a decapitation
requires a Wish or Restoration before a Raise <regenerate
will not regrow the head of a single-headed creature>
Dead can be successful. Thus, a headless
or heartless corpse can never
be raised and a new body part (the head
or heart) can NOT be grown
by restoration, though the original part
can be restored by restoration. <regenerate>
A mutilation chart follows:
MUTILATION
| Die
roll |
Type of injury | Restoration? | Regrow? | Requires
wish? |
Absolute
death? |
| 1-2 | decapitation | yes | no | no | if destroyed |
| 3-7 | heart mutilated | yes | no | no | if destroyed |
| 8-20 | one finger or toe | yes | yes | no | no |
| 21-40 | multiple fingers or toes including thumb (1-4) | yes | yes | no | no |
| 41-50 | hand | yes | yes | no | no |
| 51-65 | foot | yes | yes | no | no |
| 66-80 | arm or leg | yes | yes | no | no |
| 81-88 | eye | no | yes | no | no |
| 89 | both eyes | no | yes | no | no |
| ? | ? | yes | yes | no | no |
| ? | ear and hearing | no | yes | no | no |
| ? | ? | yes | yes | no | no |
| ? | ? | yes | yes | no | no |
| 97-00 | kidneys. brain. stomach. liver. | yes. | yes. except for brain | no. but yes for brain | only if brain destroyed |
-1: At -1 HP the chance for instant
death goes up to
30%. All conditions listed remain as scored.
-2, -3, -4: The same is true for
-2, -3, or -4. Note however: that if a Cure
does not
produce a HP total of at least +1 the
figure must again roll to
see if he (she) dies!
-5, -6: Once a figure, having failed
too many system shock
rolls, sinks to -5 or lower, or
once he dies due to the immediate
death percentage. he (she) is dead and
cures are of no avail.
Example: Charlie the Warrior
(Hit points 17) gets attacked by
multiple orcs.
They chop him up so that he falls over with a hit point
of minus three. The DM now
rolls percentile dice to see if Charlie is
:1-70 he is, 71-00 he is
not. The DM rolls 82. Charlie is now lying
sinking fast. If treatment
is applied, Charlie is safe from
or 1 full hour. If it is
not, 2-5 rounds after falling Charlie
must make his first shock
roll—let’s say Charlie’s constitution is 16 so
his system shock percentage
is 95%. Thus, if 1-95 is rolled Charlie is
okay: if 96-00 is rolled,
Charlie goes to -4 and has a 90%
chance for immediate death.
If he rolls 91-00 in that event, he is still
alive. If untreated, he
must in 2-5 more rounds check for system shock
again. Failure this time
is instant death, since he would go to
minus -5 HP.
If Charlie makes his system
shock roll, he has stabilized and
need not check again for
1 full hour. But he must check each and every
hour until he is at least
+1 due to magick or recuperation. Recuperation
of 1 hit point takes 2 full
days, so Charlie is in real trouble if he
has to wait for 8 days to
go from -3. to -2. to -1. to 0, to l! If
Wilbur the Cleric casts
Cure Light Wounds on Charlie and he goes up
to -1, Charlie must check
immediately to see if he dies (a 30%
chnce): if he does not,
he does not check his system shock for 1 more
hour.
This system keeps the party from having
to run to a High Priest
every session and in general makes play
better. Remember that to use
this system means that opponents must
gain the same rights!! Again,
the system does not apply to classic monsters.
Once a figure does die, what must be done?
If he or she loses a
body part it might have to be restored
before Raise Dead is possible.
Mutilation of a figure who has gone to
-10 is 100%. so that if raised
without a Wish
or Restoration <Regenerate>
he or she will be missing something or
will not be raisable at all!
Bleeding:
Special weapons, like a Sword of
Wounding, will cause the figure to
bleed after death;
thus. he (she) will go from 0, to -1, to -2, to -3, to
-4, etc. on a round-by-round basis. Each
round there would be a
10%, 30%, 50%, 70%, 90% + 100% (respectively)
chance for instant
death.