New Death and Dying

Rules for The Fantasy Trip

 (written sometime in 1982)

Note: I’ve used these rules in TFT campaigns since 1982 and they work well. They also add drama as the medics desperately try to save lives in the middle of combat!

The rules in TFT for death are harsh, to say the least. It’s incredibly easy to get killed in TFT. So here are some new rules to make characters a little easier to survive.

Death

A figure that takes enough damage to reduce his ST to zero falls unconscious. If the character takes damage that reduces his ST to a negative number, he must make an immediate 3/ST roll or die. At negative 10 points he will die.

If the character rolls a 3, 4, or 5 on the ST roll, he is unconscious but stabilized at that ST level. No further rolls are necessary, unless the character takes more damage.

If the character simply makes the roll, he survives for the turn. Next turn, and every turn thereafter his ST drops by 1. This loss of ST continues until he dies or is stabilized. And a character whose ST is below 0 must make a new 3/ST roll or die if he takes any new damage.

A stabilized character is unconscious and may be carried. He cannot survive rough handling, however. If he is placed on a horse or similar conveyance, he must make a 3/ST roll each day to avoid tearing the wound open and taking a point of damage. If this happens, the character will be dying again and one of his comrades must again try to save the character’s life.

Saving a Life

A dying character’s his comrades may attempt to save his life. The comrade desperately plugs his fingers into the gaping holes and tries to staunch the flow of blood.

For drama, allow the comrade to make the attempt if he goes prone beside the dying character.

To save someone’s life in this manner, a character must make a 5/IQ roll. Subtract one die from the test if the character is a Physicker. Subtract two dice if the character is a Master Physicker. Subtract one die if a character has a dose of healing potion or Deathbane to pour on the wound. If used in this manner, healing potion has no additional healing effect. If the roll is made, the wounded character stabilizes at his current ST level.

Example

Grom takes a blow that reduces his ST to -4. Grom (ST 13) must make a 3/ST roll or die. He rolls a 4, so he is stabilized and unconscious at -4 ST. An arrow hits Grom and does 2 more points of damage, reducing his ST to -6. Grom must make a new 3/ST roll and rolls a 10. He is now dying and will lose one ST per turn until he reaches -10 and dies.

Grom lays bleeding for two turns and his ST drops to -8. At this point, Brunka tries to save Grom’s life. Brunka has to make a 5/IQ roll reduced by one die because he has a bottle of Deathbane to pour in the wounds. Brunka rolls a 14, which is more than his IQ of 8. Grom drops to -9 ST. The next turn, Brunka tries again. He is out of Deathbane so he must make a 5/IQ roll. Miraculously, he rolls an 8, so Grom stabilizes at -9.

One attempt may be made per turn to save a character’s life. The attempt may be made by anyone, but only one attempt per turn per dying character.

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