I'd love to see a physicker ability that triggers sometimes when a party member would die of a mortal wound (and not from exceeding the max damage thresholds):
- Throws the physicker into roundtime (if the physicker isn't staggered, surprised, prone, etc AND if the ability triggers)
- Rolls a medical skill roll based on the damage taken for the mortal wound, the total damage to that body part, and maybe even total damage overall
- thus, it is easier to stabilize a person that's taken 40 damage in one hit to the chest vs 80 damage in one hit to the chest,
- and easier to stabilize a person that has taken 40 damage overall to the chest rather than 40 damage in the latest hit but 90 to the chest overall,
- and also easier to stabilize someone that only has one serious wound rather than one that is bleeding out in 2 or 3 (or more) different hit locations).
- If successful, stabilizes the otherwise deceased character, leaving them prone and staggered, but not dead
- Shouldn't trigger for damage that goes over the max damage limit (eg 100 to the chest), death from energy loss, and (obviously) shouldn't trigger on the physicker themselves.
Example medical check mechanic:
Target difficulty = (mortal damage + total damage to area after adding mortal damage) * (1 + (sum of amount of damage per hit location /100))
So someone with 4 damage to a leg and nothing else taking a dagger to the chest for 40 damage would have the physicker rolling against (40+40)*(1+44/100) = 80*1.44 = 115
While someone with 80 damage spread across non-chest areas and 20 damage on the chest prior to that 40 damage hit would have the physicker rolling against (40+60)*(2.4) = 240
And someone with 360 damage spread across non-chest areas and 20 damage on the chest prior to the 40 damage hit would have the physicker rolling against (40+60)*(5.2) = 520
Might need tweaking, but that should at least properly convey the idea I'm suggesting.