Thursday, June 17, 2021

Dead Labor: Injury

So here's more on Dead Labor. You might be getting into some scruffs from time to time, so there's gotta be some way of resolving that. Also I think this is legal hopefully - it sure ain't original, that's for sure. Check out Blades in the Dark if you haven't yet.

I should have saved the last post's caption for this one.

Dead Labor: Injury

Sometimes the most obvious or interesting consequence for a roll of 14 or less is that the player character gets injured. Each player character has an "injury track" going from 1 to 3. If the character has no current injuries then the ST should tell them what relevant minor injury they receive and the player should mark it in slot 1 on the track. If slot 1 is already filled then the ST should give them a more severe injury for slot 2. If slot 2 is filled, the ST should give them an even more severe injury for slot 3. If all three slots are filled and the character is to receive an injury, they die by the end of the scene.

When a character has a few minutes to collect themselves, they clear slot 1. When a character can sleep without keeping an eye open, they clear slot 2. When a character receives professional medical help, clear all slots.

Any action that would be affected by any injury on a character's injury track increases the number required to avoid negative consequences (usually 14) by however many slots are filled. So if a character is "Winded" (slot 1) and has a "Broken Left Arm" (Slot 3) then they reduce the result of any rolls to "run away from security" or "stabilize a sniper rifle" by 2.

If a player character wishes to injure another character, it should be resolved as any other action. If it would be trivial to cause such injury, no roll is required. Otherwise the most relevant attribute should be rolled to determine the outcome.

Non-player characters have from 0 to 3 injury slots (the more slots they have, the more durable). If they have 0 slots remaining they may be taken out (lethally or merely subdued) with one successful roll, if the aggressing player so chooses. Otherwise it acts much the same as a player character's injury track, with the number of filled slots instead granting a bonus to any player characters rolls that take advantage of an injury.

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