Recovery Roll
A character's life is in danger over a Critical Time Period.
The Critical Time Period is of length:
(random number 10 to 99) x (RR) + 1 minutes
where RR = Recovery Roll based on the Damage Total from the following table
At the end of the Critical Time Period the player must make a Recovery Roll based on the Effective Damage (ED) to see if the character lives.
If no medical aid was received before the end of the Critical Time Period, the ED is equal to the Damage Total (DT).
The following Recovery Roll Table gives the percentage chance of survival versus ED.
The player must roll a 00-99 number less than or equal to the Recovery Roll for the character to live.
Recovery Roll Table | |
---|---|
DT ED | RR |
2 | 97 |
4 | 95 |
6 | 93 |
8 | 91 |
10 | 90 |
12 | 88 |
16 | 84 |
20 | 81 |
24 | 78 |
28 | 75 |
32 | 72 |
36 | 69 |
40 | 66 |
44 | 63 |
50 | 61 |
55 | 57 |
60 | 54 |
65 | 51 |
70 | 49 |
75 | 46 |
80 | 44 |
85 | 42 |
90 | 40 |
95 | 38 |
100 | 36 |
110 | 32 |
120 | 29 |
130 | 26 |
145 | 23 |
155 | 20 |
170 | 17 |
190 | 14 |
210 | 11 |
230 | 09 |
260 | 06 |
300 | 04 |
350 | 02 |
450 | 00 |
550 | 000 |
900 | 0000 |
Example:
Derek has a Damage Total of 18.
If he rolls a 67 for the 10-99 random number the length of the Critical Time Period is 67 x 83 + 1 = 5562 minutes = 93 hours.
Derek has 93 hours to find medical aid to improve his survival chance.
If he is further wounded before the end of the Critical Time Period or his injuries heal a new Critical Time Period based on the new Damage Total would be found (the length of the new Critical Time Period must be less than the first).
Before the end of the Critical Time Period Derek receives medical aid from an 8th level doctor.
His Effective Damage (ED) is 18 / 8 = 2.2 = 2.
So at the end of the Critical Time Period he must roll less than or equal to a 97 to survive.
Recovery Roll [R-FRP4-8.1.7.4]