Honestly, not really. A lot of that stuff on there is just so you don't have to memorise how much of a penalty trying to stab someone in the face is. The important stuff is just attributes, HP, FP, Skills, Advantages, and Equipment, which mostly puts it on the level of a DnD sheet.
The thing to remember with these specific sheets is that I'm deliberately pushing the system as far as I can, so they're gonna be kinda overly complex compared to actual player sheets. Archer in particular is pulling some really extreme rule contortions.
You cannot be killed! You are subject to all the other effects of injury. You feel pain, your wounds slow you, and you can be stunned or knocked out. You lose the use of any limb that receives a crippling wound, and you might even lose the limb itself. You can even lose attribute levels, advantages, etc. to disease, injury, or poison. However, you will only die if your body is physically destroyed – and sometimes not even then. This advantage comes in three levels:
Unkillable 1: Injury affects you normally, but you need never make a HT roll to stay alive. You can survive (and even function, if you remain conscious) down to -10¥HP, at which point your body is physically destroyed and you die. As long as you are alive, you heal at your usual rate – typically 1 HP/day, modified for any Regeneration (p. 80) you may have. Crippled limbs do heal, but severed limbs are gone for good unless you have Regrowth (p. 80). 50 points.
Unkillable 2: As Unkillable 1, but you do not die at -10¥HP. Once you reach -10¥HP, you are reduced to an indestructible skeleton and automatically fall unconscious. You sustain no further damage from any attack. Once the damage stops, you heal normally – even if you’ve been hacked to pieces – and any severed body parts will grow back. You regain consciousness once you have positive HP. Note that your enemies can imprison your remains while you are unconscious, or even expose them to a source of continuous damage (fire is a common choice) to prevent you from healing. 100 points.
Unkillable 3: As Unkillable 2, except that at -10¥HP, you become a ghost, an energy pattern, or some other incorporeal form that cannot be con- tained or damaged through normal means. At this stage, you fall unconscious and heal normally. Once you are at full HP, your fully intact body will coalesce in a location of the GM’s choosing. 150 points.
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
I imagine him being basically this, without the obsession
I unno.
Something I threw together super quickly based on a tweet.
Very loosely based on Ochako Uraraka.
You cannot be killed! You are subject to all the other effects of injury. You feel pain, your wounds slow you, and you can be stunned or knocked out. You lose the use of any limb that receives a crippling wound, and you might even lose the limb itself. You can even lose attribute levels, advantages, etc. to disease, injury, or poison. However, you will only die if your body is physically destroyed – and sometimes not even then. This advantage comes in three levels:
Unkillable 1: Injury affects you normally, but you need never make a HT roll to stay alive. You can survive (and even function, if you remain conscious) down to -10¥HP, at which point your body is physically destroyed and you die. As long as you are alive, you heal at your usual rate – typically 1 HP/day, modified for any Regeneration (p. 80) you may have. Crippled limbs do heal, but severed limbs are gone for good unless you have Regrowth (p. 80). 50 points.
Unkillable 2: As Unkillable 1, but you do not die at -10¥HP. Once you reach -10¥HP, you are reduced to an indestructible skeleton and automatically fall unconscious. You sustain no further damage from any attack. Once the damage stops, you heal normally – even if you’ve been hacked to pieces – and any severed body parts will grow back. You regain consciousness once you have positive HP. Note that your enemies can imprison your remains while you are unconscious, or even expose them to a source of continuous damage (fire is a common choice) to prevent you from healing. 100 points.
Unkillable 3: As Unkillable 2, except that at -10¥HP, you become a ghost, an energy pattern, or some other incorporeal form that cannot be con- tained or damaged through normal means. At this stage, you fall unconscious and heal normally. Once you are at full HP, your fully intact body will coalesce in a location of the GM’s choosing. 150 points.
Mostly an experiment in racial templating.
Something slightly different.
Nobody to blame but yourselves.
Do not try to test me, Miss Bird.