Character Death

By Holzy, in Game Mechanics

Obviously, a character can die when he gets hit by the corresponding critical injury.

But this is mentioned in the book: "When wounds exceed a character's wound threshold, the player should track the number of wounds by which his character has exceeded the threshold to a maximum of twice the wound threshold."

Does the character die after they have more than doubled their wounds past their threshold? It doesn't say so directly, but it seems to me to be a strange inclusion in the rules. A player who is harder to kill (much larger wound threshold) could take significantly longer to heal back from unconsciousness than a player with a lower wound threshold when taking the same amount of damage.

How do most of you all treat or enforce character death?

No, they don't die, it's just an arbitrary point to reflect how long it takes to recover. You regain a Wound a day unless you have access to stimpacks, so it just means a character will take a while to recover from a beating.

And yes, a flaw in the system is that beefy characters take longer to get back under their wound threshold. They probably should have just made the limit WT + X (where X = 10 or 15) instead of 2 * WT. Given that it's an arbitrary number anyway, you should feel free to change how it works. For example, you could allow Resilience rolls per day when over the WT, which means beefy characters will have a better chance of regaining consciousness sooner.

I think pc death is left to the GM's devices so that it doesn't impede the story when it doesn't make sense. The game master has full control over whether she spends advantage to activate crit, which is the only way to kill a character. On the other hand, if she wants to raise the stakes or grief-kill a character, she can go nuts with auto fire and crit and the vicious weapon quality and the lethal blows talent and pile on crit after crit... 141 is there much quicker than you'd think.

Death of a PC in this system is pretty had to have happen by accident, given the only way to really auto-kill a character is to inflict a critical injury with a result higher than 140. And doing that either requires an NPC that's either loaded up with Lethal Blows, using a weapon with a very low crit rating, using a weapon with several ranks of Vicious, or some combination of the three.

Taking them down by exceeding their wound threshold can be surprisingly easy, particularly if it's a fairly new character or they're in a specialization that doesn't offer many opportunities to take the Toughened talent.

As for it happening... I've been on the receiving end, and while the GM was distraught over it happening (she's fairly new to being a GM, and this was the first time a PC had died in any game she'd run, to say nothing of us being best friends for over a decade), I was pretty cool with it, because the scene and how it happened fit my character, with him making the sacrifice play to ensure the rest of the team and the liberated prisoners (including a teenage girl that had been forcibly drugged to point of nearly being OD'd and then beaten by Imperial jailors) made their getaway.

She did allow to bring in a new PC in the next session, and his joining up wasn't too ham-fisted (and he did have to earn the rest of party's trust) though one of the PCs (a grizzled ex-merc) took a bit longer to warm up to the "new guy." Of course, also helped that my PC was generally helpful to the party and the escaped prisoners, a rather stark contrast to the other new PC that due to what he claims was a "misunderstanding" pulled a blaster (set for stun at least) on another PC from leaving the ship.

Death of a PC in this system is pretty hard to have happen by accident, given the only way to really auto-kill a character is to inflict a critical injury with a result higher than 140. And doing that either requires an NPC that's either loaded up with Lethal Blows, using a weapon with a very low crit rating, using a weapon with several ranks of Vicious, or some combination of the three.

Taking them down by exceeding their wound threshold can be surprisingly easy, particularly if it's a fairly new character or they're in a specialization that doesn't offer many opportunities to take the Toughened talent.

In one of my games the GM wanted to teach our walking tank a lesson. The tank had spent all of his XP solely on improving his combat abilities. He had a ridiculous 30+ WT, and a soak of over 13, and of course, he had a fully modded out blaster rifle with Auto-Fire with 6 agility and 5 ranks in Ranged - Heavy.

A decent sized band of rivals with disruptors and a lucky roll of 90 something dropped him pretty quickly. My wife was able to use It's Not That Bad in order to prevent his death, but it served as both a lesson to our GM and the tank how easily character death can happen when playing with critical hits.

In comparison, an AT-ST hit a character I was playing, despite having the upgraded Sense force power activated, and 2 ranks of Dodge and a decent ranged defense rating. It wasn't good enough against a bad roll. Using vehicle scale damage he was a vegetable for quite a while, but it seemed weird that even after taking such a high amount of damage, he was in no danger of actually getting killed. As a Shadow/Artisan, he had no access to any ranks of Toughened at all, which ironically helped him recover RAW faster than if he had a higher WT.

Using vehicle scale damage he was a vegetable for quite a while, but it seemed weird that even after taking such a high amount of damage, he was in no danger of actually getting killed.

Stimpacks are your friend. That plus a Bacta Tank and you’re back on your feet pretty quickly.

Oh, and having a group medic around doesn’t hurt, either. ;)

Using vehicle scale damage he was a vegetable for quite a while, but it seemed weird that even after taking such a high amount of damage, he was in no danger of actually getting killed.

Stimpacks are your friend. That plus a Bacta Tank and you’re back on your feet pretty quickly.

Oh, and having a group medic around doesn’t hurt, either. ;)

Oh definitely, using stimpacks when all he had was a WT of 13 and having a full blown combat medic around (8 Wounds for the first and 7 for the second) takes no time at all, but from an RP standpoint it made more sense to have him be out of commission for a longer period of time rather than injecting him with a couple stim packs and then being back on his feet after being hit by an attack which did 60 damage to him.

Oh definitely, using stimpacks when all he had was a WT of 13 and having a full blown combat medic around (8 Wounds for the first and 7 for the second) takes no time at all, but from an RP standpoint it made more sense to have him be out of commission for a longer period of time rather than injecting him with a couple stim packs and then being back on his feet after being hit by an attack which did 60 damage to him.

Oh, definitely. I’ve seen what vehicle-scale weapons can do against personal-scale targets. Quad Medium Lasers start at base seven damage, and you can get seven or more net successes. That’s 14 points of vehicle scale damage, or 140 points of personal scale damage.

And that’s before you start spending Advantages to get Linked to activate.

Yeesh! :o :blink: :ph34r: