Roleplayer #9, March 1988
Split Health in GURPS
When dealing with humans and other creatures between 100 and 250 pounds,
a single value for HT is usually quite sufficient; the overall health of
the individual and the amount of damage it can soak up are generally nearly
identical. But when dealing with large or small animals, it is often necessary
to break HT down into two values -- the first representing the creature's
overall health and hardiness, the second quantifying the amount of physical
injury it can withstand.
In GURPS, these two values are represented by
a split HT score, such as "HT 12/25." The first number indicates
the animal's health, the number used for HT rolls, while the second
is hit points, the amount of damage it can take before falling
unconscious. For most animals, this is the only deviation from the regular
HT rules necessary, but for really big creatures -- elephants,
whales, dinosaurs -- a few additional rules are called for. Some of these
rules are presented in the GURPS
Bestiary; others appear here for the first time.
Shock
When injured, animals have their DX reduced on their next turn only,
just as humans do (p. B110). The amount of damage needed to reduce DX varies,
however, depending on the animal's total hit points. Whenever an animal
is injured, refer to the table below to determine the amount by which its
DX is reduced on the next turn:
Basic Hit Points.....DX Reduction
30 or less -1 DX per point of damage
31-50 -1 DX per 2 points of damage (rounded down)
51-100 -1 DX per 3 points of damage (rounded down)
101-200 -1 DX per 4 points of damage (rounded down)
201+ -1 DX per 5 points of damage (rounded down)
Death
Just like humans, creatures with split HTs fall unconscious when their hit
points drop below 0. As they drop further and further below 0, they roll
against their HT to avoid dying, but for very large or small animals, these
rolls come at different intervals than they do for humans. The table below
indicates at what points an animal must roll to avoid dying, and the point
at which it dies automatically:
Basic Hit Points..First Roll..Subsequent Rolls..Automatic Death
30 or less -HT Every 5 HT x -5
31-50 -HT Every 10 HT x -10
51-100 -HT Every 20 HT x -20
101-200 HT x -2 Every 20 HT x -30
201+ HT x -3 Every 20 HT x -40
When referring to the table above to determine the points at which an animal
must roll against health or die from its wounds, use health or hit points,
whichever is smaller. Thus, an elephant with HT 17/45 uses its
health of 17 as its HT when determining when it must roll to avoid
death. The elephant falls unconscious at 0 or -1 HT, makes its first roll
to avoid dying at -17 hit points, makes its next roll at -27, and continues
to roll with every 10 points of damage thereafter, until it misses a roll
or reaches -170 (health x -10), at which point it dies automatically. A
rat, on the other hand, has HT 17/2, and uses its hit points to
determine when it must roll to avoid death. The rat makes its first roll
at -2 points, another roll at -7, and dies automatically at -10 (hit points
x -5). Of course, any HT roll made to avoid death is made by rolling three
dice against health, regardless of which value -- health or hit
points -- is higher.
Remember that anyone or anything, regardless of HT, can be killed by a cut
throat, decapitation, bullet through the brain, etc. Once an animal has
fallen unconscious or is otherwise helpless, it can be killed by any obviously
fatal attack. Of course, the GM is the final arbiter of what constitutes
"obviously fatal." If he says you can't automatically kill the
unconscious tyrannosaur with a .22 pistol, then you can't. If the animal
is really out, though, you will probably be able to come up with something
. . .
Split HT for PCs
Although the "split HT" was designed for creatures which are much
larger or smaller than a human being, it is sometimes appropriate to design
a human or humanoid character with a split HT. A split HT is called for
when creating a very large but unhealthy character (human or otherwise)
-- who would have many hit points but little resistance to disease or other
forms of physical stress -- or a very small but tough character -- who would
be very resistant to disease, poison or trauma, but not have very many hit
points.
To determine the cost for a split HT, find the average of the two HT values,
round up, and pay the character points as if the character had a single
HT value equal to this average. Thus, a hardy human midget might have HT
15/6 -- he is very tough, but his small mass simply won't soak up as much
damage as a larger person's would. This character pays 10 points for HT,
as if he had HT 11 (the average of 15 and 6 is 10.5, which rounds up to
11).
Raising attributes using points gained through adventure may only be done
with your GM's approval. Using these rules, he has three options available:
for the cost of a single HT point, he may alloy you to raise either hit
points by 2, health by 2, or both by 1 each. The character then pays the
appropriate amount of points to raise his averaged HT score by one. (Remember
that the cost to raise an attribute after character creation is doubled.)
Whenever a character with a split HT makes a roll against HT, he rolls against
his health -- the number before the slash. Whenever he takes damage,
it is marked off against his hit points -- the number after the
slash. A character with a split HT makes his first roll to avoid death from
wounds when his current hit points have dropped to -1 x his health or hit
points, whichever is smaller. Thus, the midget above makes his first roll
when he reaches -6 hit points (hit points x -1), while a sickly giant with
HT 8/15 must make his first roll when his hit points drop to -8 (health
x -1). After his first roll, a character with a split HT rolls again with
every 5 points of additional value, until he misses a roll or reaches -5
x health or hit points (again, use the smaller value). Of course, the character
always rolls three dice against his health to avoid death, regardless
of which HT value is larger.
(Back to Roleplayer #9
Table of Contents)
Copyright © 1997 by Steve Jackson Games.
All rights reserved.
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