EvilDMGuy -- My mistake. I wasn't trying to say that Firefly didn't HAVE high-tech elements. Just that they're pretty far in the background, and in terms of making a campaign based on Firefly's universe, you wouldn't have to alter d20 Modern that much.
We haven't seen much in the way of dogfights or space battles, so aside from calculating distances (this system is X days away at normal speed), you don't have to deal with it a whole lot. I guess that's what I was trying to say. d20 Modern plus a tiny bit of Star Wars for some of the Piloting stuff, and you're good to go.
As for how Mal remained conscious while bleeding horribly, I'd slap two House Rules on that:
1) New down & dying rules. My D&D campaign has been using these for awhile, and the players like it:
If you're taken to negative HP, on your next turn, and on each successive round, make a fort save. The DC is 5+the hole (ie., at -6? The DC is 11)
Make the save, you continue to not die, although you keep losing hit points.
Make the save by ten or more, and you're conscious that round, although you may only take a partial action, and anything strenuous causes an immediate loss of another hit point.
Fail the save, and you go down to Fading.
19 or 20 is an automatic stabilization.
1 is an automatic failure, and down to Fading.
If someone is Fading (Failed their first Fort save, or got taken to negative hit points greater than or equal to their Con), the Fort save is simply the hole. (At -19, the Fort Save is 19).
Make the save, and you continue to live.
You don't have a chance to be conscious.
Only a 20 stabilizes you.
2) I'd consider a house rule for being badly injured, and the badness that being badly injured brings. Something like:
When reduced to less than one-quarter of your normal hit points, you have a big ol' nasty wound. If you do anything more than a partial action, the wound opens and begins to bleed again, 1 hit point per round, with a Treat Injury DC of 15 to get it closed.
If you felt like requiring it to be really heroic to do something once that wound is open, you could also require a Fort save -- so that a tough person could keep going even as they bled to death, while a weaker person would open the wound, do their first action, but then be stopped by the pain after that.
I wouldn't want to make it too tough for people to do heroic stuff with few hit points, though. While I don't love the idea that people with 1 hit point left are just as strong and agile as people at full hit points, I don't want to see people at 1 hit point just roll over and give up.
-Tacky
We haven't seen much in the way of dogfights or space battles, so aside from calculating distances (this system is X days away at normal speed), you don't have to deal with it a whole lot. I guess that's what I was trying to say. d20 Modern plus a tiny bit of Star Wars for some of the Piloting stuff, and you're good to go.
As for how Mal remained conscious while bleeding horribly, I'd slap two House Rules on that:
1) New down & dying rules. My D&D campaign has been using these for awhile, and the players like it:
If you're taken to negative HP, on your next turn, and on each successive round, make a fort save. The DC is 5+the hole (ie., at -6? The DC is 11)
Make the save, you continue to not die, although you keep losing hit points.
Make the save by ten or more, and you're conscious that round, although you may only take a partial action, and anything strenuous causes an immediate loss of another hit point.
Fail the save, and you go down to Fading.
19 or 20 is an automatic stabilization.
1 is an automatic failure, and down to Fading.
If someone is Fading (Failed their first Fort save, or got taken to negative hit points greater than or equal to their Con), the Fort save is simply the hole. (At -19, the Fort Save is 19).
Make the save, and you continue to live.
You don't have a chance to be conscious.
Only a 20 stabilizes you.
2) I'd consider a house rule for being badly injured, and the badness that being badly injured brings. Something like:
When reduced to less than one-quarter of your normal hit points, you have a big ol' nasty wound. If you do anything more than a partial action, the wound opens and begins to bleed again, 1 hit point per round, with a Treat Injury DC of 15 to get it closed.
If you felt like requiring it to be really heroic to do something once that wound is open, you could also require a Fort save -- so that a tough person could keep going even as they bled to death, while a weaker person would open the wound, do their first action, but then be stopped by the pain after that.
I wouldn't want to make it too tough for people to do heroic stuff with few hit points, though. While I don't love the idea that people with 1 hit point left are just as strong and agile as people at full hit points, I don't want to see people at 1 hit point just roll over and give up.
-Tacky