Serpentine
2011-02-09, 03:43 AM
Just something I thought of on my way home - something to make Ability Damage to 0 a bit more interesting, a bit more even across the abilities, and maybe a bit less save-or-die (at least for Constitution). Not sure whether it's a pro or a con, but it either removes one character from battle by death, or two in attempts to revive them.
It's really more a fluff thing, anyway, but I thought I'd stick it here for perusal.
Ability Score 0
When a character's ability score is dropped to zero, they are completely incapacitated and will die in the next few rounds. Other characters may attempt to hold off death until further treatment can be applied for the effect wears off. Unless said otherwise, the assistance is a Heal check of DC 10 that must be applied constantly, from one round to the next (although the person assisting can change as long as the swap is very quick). If the assistance stops or fails, the countdown to death continues as normal until restarted.
Strength: A character at 0 Strength is completely weak and cannot even raise a finger - they are effectively paralysed. Their heart is almost completely useless, and in 2d4 rounds they will enter cardiac arrest. This can be delayed by heart compression (Heal) or by an electric shock (dealing at least 1 nonlethal damage, but probably lethal) every round*.
Dexterity: A character at 0 Dexterity cannot react to any stimuli, and is completely paralyzed. Their diaphragm struggles to keep them breathing, and in 2d4 rounds they will start to die of suffocation. This can be delayed by mouth-to-mouth rescuscitation (Heal) or spells that negate the need to breathe (e.g. deep breath).
Constitution: A character at 0 Constitution has lost all natural defenses against injury and disease. Any wounds bleed freely, and all bacteria and viruses in their body and environment attack them without restraint, rendering the character extremely sick and weakened. They start to die of general organ failure, blood loss and/or fluid loss in 2d4 rounds. This can be delayed by constant intake of fluids and treatment of symptoms (Heal, DC 10 with medical kit, 15 without), or spells to counteract illness such as Remove Disease.
Intelligence: A character at 0 intelligence is almost effectively braindead. They fall into a state of extreme stupefication, gazing dumbly at their environment, and in 2d4 rounds will sink into a coma and die. This can be delayed by repeatedly striking or otherwise affecting the character to keep them awake (Heal), or spells for waking up.
Wisdom: A character at 0 Wisdom loses all conception of otherness and the environment, and loses their natural instinctive urges. They lose the unconcious urge to breathe, and start to die of suffocation in 2d4 rounds. They are also prone to wandering around heedless of their environment or losing control of their limbs, placing themselves at severe risk of death or injury. These can be delayed by constantly reminding them to breathe and how to do it (Heal or Charisma) or spells that negate the need to breathe, and - possibly physically - preventing them from wandering or injuring themselves.
Charisma: A character at 0 Charisma loses all sense of self and self-worth, their place in the universe and their value or even status as a living being. They fall into a dissociative fugue and/or state of extreme depression or nihilism, ignoring their environment and/or injuring their own body. In 2d4 rounds they will kill themselves - accidentally or deliberately, by their own hand or by engaging an enemy. This can be delayed by engaging their attention with constant conversation (Charisma DC10), and/or by healing and preventing any self-injury (Heal and/or restraint).
edit: Alternatively, to make it more even and less deadly, I would make it:
Strength 0: Unable to move; effectively paralysed.
Dexterity 0: Unable to react or respond; effectively paralysed.
Constitution 0: Severely ill, throwing up and similar; incapacitated.
Intelligence 0: Braindead(ish), stupified; pretty much effectively or actually unconcious.
Wisdom 0: Unable to comprehend surroundings and self, no sense of self-preservation, flounders helplessly; helpless.
Charisma 0: No sense of self, self-worth, ego or kinesthesis, cannot conciously control own body and no sense of self-preservation; helpless.
*Not actually scientifically nor even thematically correct, quite, but I thought I should put in something, I couldn't think of anything better, and I figured it's a wide enough misconception to get a pass.
It's really more a fluff thing, anyway, but I thought I'd stick it here for perusal.
Ability Score 0
When a character's ability score is dropped to zero, they are completely incapacitated and will die in the next few rounds. Other characters may attempt to hold off death until further treatment can be applied for the effect wears off. Unless said otherwise, the assistance is a Heal check of DC 10 that must be applied constantly, from one round to the next (although the person assisting can change as long as the swap is very quick). If the assistance stops or fails, the countdown to death continues as normal until restarted.
Strength: A character at 0 Strength is completely weak and cannot even raise a finger - they are effectively paralysed. Their heart is almost completely useless, and in 2d4 rounds they will enter cardiac arrest. This can be delayed by heart compression (Heal) or by an electric shock (dealing at least 1 nonlethal damage, but probably lethal) every round*.
Dexterity: A character at 0 Dexterity cannot react to any stimuli, and is completely paralyzed. Their diaphragm struggles to keep them breathing, and in 2d4 rounds they will start to die of suffocation. This can be delayed by mouth-to-mouth rescuscitation (Heal) or spells that negate the need to breathe (e.g. deep breath).
Constitution: A character at 0 Constitution has lost all natural defenses against injury and disease. Any wounds bleed freely, and all bacteria and viruses in their body and environment attack them without restraint, rendering the character extremely sick and weakened. They start to die of general organ failure, blood loss and/or fluid loss in 2d4 rounds. This can be delayed by constant intake of fluids and treatment of symptoms (Heal, DC 10 with medical kit, 15 without), or spells to counteract illness such as Remove Disease.
Intelligence: A character at 0 intelligence is almost effectively braindead. They fall into a state of extreme stupefication, gazing dumbly at their environment, and in 2d4 rounds will sink into a coma and die. This can be delayed by repeatedly striking or otherwise affecting the character to keep them awake (Heal), or spells for waking up.
Wisdom: A character at 0 Wisdom loses all conception of otherness and the environment, and loses their natural instinctive urges. They lose the unconcious urge to breathe, and start to die of suffocation in 2d4 rounds. They are also prone to wandering around heedless of their environment or losing control of their limbs, placing themselves at severe risk of death or injury. These can be delayed by constantly reminding them to breathe and how to do it (Heal or Charisma) or spells that negate the need to breathe, and - possibly physically - preventing them from wandering or injuring themselves.
Charisma: A character at 0 Charisma loses all sense of self and self-worth, their place in the universe and their value or even status as a living being. They fall into a dissociative fugue and/or state of extreme depression or nihilism, ignoring their environment and/or injuring their own body. In 2d4 rounds they will kill themselves - accidentally or deliberately, by their own hand or by engaging an enemy. This can be delayed by engaging their attention with constant conversation (Charisma DC10), and/or by healing and preventing any self-injury (Heal and/or restraint).
edit: Alternatively, to make it more even and less deadly, I would make it:
Strength 0: Unable to move; effectively paralysed.
Dexterity 0: Unable to react or respond; effectively paralysed.
Constitution 0: Severely ill, throwing up and similar; incapacitated.
Intelligence 0: Braindead(ish), stupified; pretty much effectively or actually unconcious.
Wisdom 0: Unable to comprehend surroundings and self, no sense of self-preservation, flounders helplessly; helpless.
Charisma 0: No sense of self, self-worth, ego or kinesthesis, cannot conciously control own body and no sense of self-preservation; helpless.
*Not actually scientifically nor even thematically correct, quite, but I thought I should put in something, I couldn't think of anything better, and I figured it's a wide enough misconception to get a pass.