Health System


As you might already know, Rock of Ages uses Lester Burton's GROK?! game mechanics as its base. I say base because it's going to be hacked for Rock of Ages. In GROK?! each time you receive damage, you add Conditions in your Resource Slots, effectively preventing you from transporting more stuff on you and once you don't have any more slots available to add Conditions, you're Incapacitated. Once Incapacitated, further Conditions are added as Traits and reduce the appropriate Attribute Die Value by one die (from d8 to d6, to d6 to d4...). If a Condition would make an Attribute drop lower than d4, you die.

In Rock of Ages, things will work a bit differently (NOTE THAT THIS HAS NOT BEEN PLAYTESTED YET):

Conditions/Hit Points: How much punishment and/or stress a Rockstar can withstand has to do with its current Conditions and Hit Points.

Conditions: These are short phrases that describe a Rockstar's physical, mental, or social stress. Conditions may be applied when a Rockstar fails an Action or fails to prevent a Threat. Such as:

  • Bruised Arm
  • Exhausted
  • Shocked
  • Black Eye
  • High As F★ck

Conditions are added when a Rockstar is inflicted with Non-Lethal Damage. Once all Conditions slots are filled, the Rockstar starts to take Lethal Damage and thus, loses Hit Points.

Hit Points: Hit points (abbreviated HP) are a number measuring the amount of damage a Rockstar can take before being Incapacitated or killed. At creation, a Rockstar begins with three Hit Points. Further Hit Points can be acquired through Milestones (Level Up).

A synergy exists between Conditions and Hit Points. For example, if a Rockstar loses all Hit Points, they are Incapacitated. Further damage from this point is indicated as Conditions until no more Condition Slots are available. At this point, the Rockstar dies.

On the other hand, if all Condition Slots are full and a Rockstar receives further damage (even if it is Non-Lethal), they start losing Hit Points instead. When all Hit Points are lost, the Rockstar dies.

Lethal Damage: Pistol, machete, claws etc.

Non Lethal Damage: Club, punch, sonic damage, taser etc.

Further development might include damage to Attribute Die Value as well like for GROK?!

What do you think? Would you do things differently? 

Comments

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I think you have a good system here!!

(+1)

Thanks! Can't wait to playtest it!