Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site watmath.UUCP Path: utzoo!watmath!jagardner From: jagardner@watmath.UUCP (Jim Gardner) Newsgroups: net.games.frp Subject: Re: Types of injuries Message-ID: <581@watmath.UUCP> Date: Thu, 19-Dec-85 16:56:08 EST Article-I.D.: watmath.581 Posted: Thu Dec 19 16:56:08 1985 Date-Received: Fri, 20-Dec-85 03:33:36 EST References: <15@druak.UUCP> Reply-To: jagardner@watmath.UUCP (Jim Gardner) Organization: U of Waterloo, Ontario Lines: 26 In article <15@druak.UUCP> mab@druak.UUCP (Alan Bland) writes: >Concerning injuries in Justice Inc., Jim Gardner writes: >> When you receive an impairing or disabling injury, you must make a >> CON roll. If you blow it, the damage is permanent (barring GM-produced >> miracles). > >Are CON rolls easy to make in this situation, or do you end up with lots >of permanent injuries? The odds are about 60-40 that the average player character will succeed in a straight CON roll. For straight normals (who are less hardy than the average PC), the odds are 50-50. The reason that Justice Inc. characters don't retire in a pile of bandages after a session or two is that it is very difficult to do the amount of damage required to do an impairing or disabling injury to a player character, since players usually construct their characters with a high BODY stat (to avoid this very problem). The result is that PC's usually can take as much as a pistol shot to any part of their body other than head or vitals and not be impaired. You have to get up into the elephant gun category before you have a reasonable chance of doing enough damage to force someone into a CON roll. Jim Gardner, University of Waterloo