<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=63583.msg2854962#msg2854962">Quote from: Anathanasia on 19-03-2010, 09:54:34</a></div></div><blockquote class="bbc_standard_quote">According the actual rules, when you run out of health you make an Endurance roll and check the 'Kill?' table. If you get no effect you are just stunned for 1-10 turns. If it comes up 'Endurance Loss', you just start ticking your End down one rank per turn. Until you get to Shift 0, anyone, <em>anyone</em> can stabalize you automatically by helping. Examples of helping in the book include just being dragged to safety. First Aid or Medicine can save people at shift 0. It's classic comics: people just don't die all that much.<br/><br/>Of course, I don't know what house rules Cogs has in store for us, so all bets are off. Heh.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Just so you know, I'm sticking with these rules, with a few changes:<br/><br/>• When making Kill? rolls (and Stun? and Slam? for that matter), you will get a column shift depending on what caused you to make the roll, based on your Endurance. In other words, if you have an Endurance of Excellent, and you get hit with Remarkable damage which knocks you down to 0, then when you make the Kill? check, you get a -1cs column shift (down to Good) because the damage was 1 rank higher. This makes combat a little more realistic as not all damage is equal when making your resistance check. Also, if you fail the Kill? roll, you take some immediate Endurance loss equal to the same modifier. However, I allow the possibility of stabilizing yourself, without help, with a red Endurance feat roll each round.<br/><br/>All of the above is for rules wonks; you can generally read and forget.