Sam Baughn's house rules for injury, shock and stunning in GURPS HP/2 damage in one blow = stun roll HP damage in one blow = stun roll -2 2 X HP damage in one blow = stun roll -4 3 X HP damage in one blow = stun roll -6 4 X HP damage in one blow = stun roll -8 ST/2 Crushing damage in one blow = DX roll to stay upright ST Cutting damage in one blow = DX roll to stay upright ST Crushing damage in one blow = DX -2 roll to stay upright 2X ST Cutting damage in one blow = DX -2 roll to stay upright Etc... 0 HP or less = Stun roll every turn - (1 X HP) = Death check at HT All stun rolls at -1 - (2 X HP) = Death check at HT -2 All stun rolls at -2 - (3 X HP) = Death check at HT -4 All stun rolls at -3 - (4 X HP) = Death check at HT -6 All stun rolls at -4 - (5 X HP) = Automatic death 3/4 or more FT remaining = no effect 1/2 - 3/4 FT remaining = -1 to stun rolls 1/4 - 1/2 FT remaining = -2 to stun rolls 1/4 or less FT remaining = -4 to stun rolls make a stun roll vs HT every time you lose fatigue, whenever you take more than HP/2 damage in a single blow, whenever you are at less than 0 HP at the begining of your turn, etc... Stun roll missed by 1 = -1 DX/IQ/Skills/Attacks Stun roll missed by 2 = -2 DX/IQ/Skills/Attacks -1 Defences -20% Move Stun roll missed by 4 = -4 DX/IQ/Skills/Attacks -2 Defences -40% Move DX Roll to remain standing Stun roll missed by 6 = -6 DX/IQ/Skills/Attacks -3 Defences -60% Move DX -2 Roll to remain standing HT roll or pass out for 3d6 X 10 seconds Stun roll missed by 8 = -8 DX/IQ/Skills/Attacks -4 Defences -80% Move DX -4 Roll to remain standing HT -2 roll or pass out for 3d6 X 10 seconds Fright check Stun roll missed by 10 or critical failure = Automatic KO for 3d6 X 10 seconds Recover one level of stun every second (unless KO'd) High Pain Threshold [5/level] Each level of HPT gives +2 HT to resist stun rolls. Each level also allows you to ignore one level of shock. Eg: Two levels of HPT gives +4 HT vs Stun rolls and allows you to ignore up to 2 X SHP damage in one blow. Hard to kill [5/level] Each level of HTK give +1 HT vs death checks. Each 2 levels of HTK increases the threshold of automatic death by SHP. HT modifiers follow the established progression (-2/SHP) Eg: Ten levels of HTK gives +10 to death checks and increases the automatic kill threshold to -10 X SHP. At -8 X SHP you would be rolling against death at -14 (ie: HT-4) and against stun at -16 (HT-16 unless you also had HPT).