Everyone knows from both DH and RT our arc of fun can be flipping to the Critical Chart, thumbing our way to exact damage done and body part. Then finally as a GM or player reading out what happens to said player as he is hit into negative wounds. Somehow, by my own fault I had always assumed Blood Loss was extremely bad. It was a instant death will a moment of lingering pain. However its not at all.
Since I have been running my game I thought that each round the player passed their 10% death roll for blood loss but someone did not staunch the bleeding that on your next roll it got bumped up by 10%. Therefore, first roll would be 10%, second 20%, third 30%, so on and so on. That seemed 40k to me and I never questioned it. I mean if you look at how grim everything is that seemed logical to me. Instead its just a 10% period. So a player could bleed out for dozens of rounds as long as they had Die Hard (lets you re-roll when rolling on Blood Loss) or if they have a good amount of fortune points.
This might not sounds like a problem but let me give you an example of what happened in my game last night. So group of Assassins attacked my RT last game and were able to critically injure her to a point where she was forced into the Churgeon Wing for a few weeks so she could get a new augmented leg attached and get over the loss of the real leg. Well anyways, the rest of my players with order of the ships captain went into the Rogue Traders room in search for a connection to a system they were heading to (They believed that the RT knew something they didn't. And a connection between the Assassins, Pirates, a unknown space system, and a unknown great treasure). Anyways again! One of my players picked up a ancient box with gold etchings on it made from nalwood. Being the thief/lawbreaker of the party he tried to open it even though it was obviously the RT's. Well it had a thumb print reader that also read the users DNA. If the DNA was not of the RT's family then this same thumb print reader introduced a neurotoxin into the user. Using some of the crazed toxins from ether the DH or RT notebooks that came with the GM Screen the players arm skin boiled and after a few moments of pain expanded and finally his arm exploded (He went into negative 8 wounds on the energy Crit Chart on the arm). So he started to bleed out (Blood Loss). Well by using fortune and Die Hard he was able to last 10 rounds before a medical crew got to him and 2 more rounds before they were able to Stanch his bleeding. Now I'm not sure if 36 seconds is long to bleed out in real life but in this game it seems really long to me. He even had, I want to say 1 more fortune left. So I'm almost sure he could have lasted another 5 rounds.
Anyone else have this problem? Is anyone also like the rule of adding +10% each time? Any one disagree with me on how weak it is?
. But what Blood Loss is, is a 10% chance to die a round. Explanation: On a d100 roll the player has to roll ether over 89 or under 11. Depending if they pick highs or lows. That is what Blood Loss is.