A Vital New Statistic for Heroes
Introduced by Thomas Reid
One of the things the design team wanted to keep in mind as we worked on the Star Wars Roleplaying Game was to make sure we
captured the cinematic feel of the movies during play. While it is a d20 game, and thus
has a lot of the same features as the Dungeons
& Dragons game, we had a fair amount of leeway in how our mechanics would work, and we did some things
differently to keep that heroic, cinematic theme.
For
example, instead of utilizing D&D's
standard hit-point system, we opted for a dual track of vitality points and wound points.
In this way, we can easily recreate situations reminiscent of the movies: The heroes (and
main villains) are in a desperate firefight but still manage to survive unscathed,
suffering only a loss of vitality points (as Luke and Leia did swinging across the chasm
on board the Death Star while Stormtroopers peppered them with a deadly barrage of blaster
fire). At the same time, we wanted combat to be dangerous and any attack to be potentially
critical for the heroes suffering wound-point loss from a critical strike (such as Leia at
the entrance to the shield generator bunker or Qui-Gon in his duel with Darth Maul).
Of
course, not every villain in the movies benefited from the heroic feel of the cinema;
instead, they suffered at the hands of the heroes, dying in droves. By the same token,
grunts in the Star Wars Roleplaying Game don't
gain the benefit of vitality points. Attacks that they suffer go straight to their wound
points, and very often, the first time they're plugged, they go down.
This excerpt from Chapter Three: Classes in
the Star Wars Roleplaying Game introduces
the concepts of vitality and wounds:
Vitality: The type of die
used by characters of the class to determine the number of vitality points gained per
level.
Die Type
Class
1d6
Noble,
scoundrel
1d8
Force
adept, Jedi consular, fringer, scout
1d10
Jedi
guardian, soldier
A player rolls one die of the listed type each time his or her
character gains a new level. The character's Constitution modifier is applied to the
roll. Add the result to the character's vitality-point total. Even if the result is 0
or less, the character always gets at least 1 new vitality point. A 1st-level character
gets the maximum vitality points rather than rolling (although you still apply your
Constitution modifier).
For example, Rorworr the Wookiee scout gets 1d8 vitality points per
level, plus his Constitution modifier. At 1st level, he gets 10 vitality points instead of
rolling (8, the maximum for the die, plus his Constitution modifier, +2).
A Character's wound point total equals his or her Constitution.
Chapter Eight: Combat offers a few more details about how to use
these two new statistics:
Vitality and Wound Points
Your vitality and wound points tell you how much punishment you can
take before dropping. Your vitality points are based on your class, your level, and your
Constitution modifier, while your wound points are based solely on your Constitution
score. In addition, most creatures' wound points are based on their Constitution and
size.
When your vitality points reach 0, you're fatigued. In addition,
you must make a Fortitude saving throw (DC 10) or be stunned for 2d6 rounds.
When your wound points reach 0, you're unconscious and dying.
You immediately make a Fortitude saving throw to see if you die from your injuries. Even
if you succeed, you must make a Fortitude save every hour until you are stabilized or you
die.
Injury and Death
Your vitality and wound points measure how hard you are to kill.
While exotic aliens and monstrous creatures know a number of special ways to hurt, harm,
or kill their victims, you usually just take damage and lose vitality (or wound) points.
The damage from each successful attack and each fight accumulates, dropping your vitality
or wound point total until you reach 0. Then you're in trouble. Luckily, you also
have a number of ways to regain vitality and wound points. If you have a few hours (or
days) to rest, you can recover lost vitality (or wound) points on your own. Technology
provides faster ways to restore lost vitality or wound points.
What Vitality Points Represent
Vitality points represent your character's ability to avoid the
nastiest effects of being hit in combat, turning a lethal hit into a near miss. Losing
vitality points from a blaster shot doesn't necessarily mean the blaster hits you,
but rather that you just barely dodged taking significant damage from it. As you lose
vitality points, you can become fatigued and less able to avoid potentially deadly
attacks. A high-level character has a much greater pool of vitality points, since he or
she is much better able to avoid deadly damage.
What Wound Points Represent
Wound points represent your character's capacity to withstand
physical trauma. Losing wound points from a blaster shot means the shot hit you in some
way, from a graze to a kill shot.
Effects of Damage
Damage doesn't slow you down until your vitality points or wound
points reach 0.
At 0 vitality points, you're fatigued. Characters that are
fatigued can't run or charge, and they suffer an effective penalty of 2 to
Strength and Dexterity. Also, any further damage you suffer from this point on is applied
directly to your wound points. Furthermore, you immediately make a Fortitude saving throw
(DC 10) or be stunned for 2d6 rounds. (A stunned character loses his Dexterity bonus and
can take no actions.) After 8 hours of complete rest, fatigued characters return to
normal.
At 0 wound points, you're unconscious and may die (see below).
Damaging Helpless Defenders
Even if you have lots of vitality points, a blaster in the face is
still a blaster in the face. Sometimes a character can't avoid damage or deflect
blows. While he's helpless, he's in trouble.
Unconscious and Dying (0 Wound
Points)
When your wound points drop to 0, you're unconscious. You can't
take any action until you regain 1 or more wound points. You must immediately make a
Fortitude saving throw with a DC of 10. If the save fails, the character dies. If the save
succeeds, the character remains unconscious and dying.
A dying character must make a Fortitude save every hour (DC 10 + 1
per hour of unconsciousness). If a save fails, the character dies. If the save succeeds,
the character remains alive and unconscious, but must make another check in 1 hour. (If
the check succeeds by 10 or more, or if the roll is a natural 20, the character
stabilizes.)
Note that it is possible to become unconscious without losing all of
your wound points.
Stabilization and Recovery
An unconscious and dying character (one with 0 wound points)
stabilizes naturally if his or her Fortitude saving throw succeeds by 10 or more, or the
roll is a natural 20. Other methods for stabilizing an unconscious and dying character are
described below:
Successful use of the Treat
Injury skill, DC 15
Using a medpac (which stabilizes
the character but doesn't heal any wounds)
Successful use of the Heal
Another Force skill (which stabilizes the character but doesn't heal any wounds), DC
10
A stabilized character doesn't need to make Fortitude saving
throws every hour to avoid death.
A stabilized character still has 0 wound points, but regains wound
points at the normal rate (1 wound point per day of rest). However, if a stabilized
character suffers any additional wound damage, he or she must resume making a Fortitude
saving throw every hour as noted above.
Healing that raises a character above 0 wound points makes the
character regain consciousness, though the character will be fatigued. A character that is
fatigued from two different sources (such as recovery from unconsciousness and loss of
vitality points) is exhausted. (Exhausted characters move at half their normal speed and
suffer an effective penalty of 6 to Strength and Dexterity. Exhaustion is reduced to
fatigue by 1 hour of rest.)
Healing
After taking damage, you can recover vitality and wound points
through natural healing (over the course of hours or days), by using medical equipment
(the rate varies), or by Force healing (nearly instantly). In any case, you can't
regain vitality or wound points above your maximum total.
Natural
Healing
You recover 1 vitality point per character level per hour of rest,
and 1 wound point per day of rest. For example, a 5th-level soldier recovers 5 vitality
points per hour of rest and 1 wound point per day of rest. You may engage in light,
nonstrenuous travel or activity, but any combat prevents you from healing that hour (or
day).
Higher-level characters recover lost vitality points faster because
they're tougher and also because a given number of lost vitality points represents
less fatigue for a higher-level character. A 5th-level soldier who has lost 10 vitality
points isn't seriously fatigued, but a 1st-level soldier who has lost 10 vitality
points is.
Assisted Healing
A trained healer can double the rate at which a fatigued or injured
person recovers lost vitality or wound points. Using the long-term care option of the
Treat Injury skill, a healer can increase the rate of recovery to 2 vitality points per
character level per hour and 2 wound points per day.
Equipment Healing
Certain items can restore lost vitality or wound points. Medpacs are
good for stabilizing a dying character or restoring lost wound points. A bacta tank
treatment restores both wounds and vitality points at an advanced rate.
Force Healing
Jedi and other Force-using characters are capable of healing vitality
or wound damage through the use of the Heal Another or Heal Self Force skills.
Healing Limits
You can never get back more vitality or wound points than you lost.
Even Force healing won't raise your vitality or wound points higher than your maximum
total.
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