So my group has special rules we play by to avoid out right death I though I would share as a alternative rule set for anyone looking for ideas.
1. A player, when there head or torso is crippled, is stilled.
2. To be stilled is to be unable to act.
3. The player normally has 3 hits left till death.
4. If there stilled body is attacked they lose a hit.
5. Every turn while stilled the player will make a END roll. If they fail they lose 1 hit.
6. Every turn they remain stilled the END roll becomes 1 MFD step harder.
7. Once they loose all 3 hits they are dead.
Obviously if someone is hit by a Star Cannon or something this may very. Maybe luck could be an alternative. This is just kind of the rule set we have been working on. Anyways, though I would share these rules for anyone looking for a mercy system.
Yeah... basically the only way the system is really deadly right now is if you under-equip your party and make bullets Metro 2033 levels of scarce. This has been a point of concern for me moving forward in campaigns, especially where the characters were very high level.
I once dropped a bouquet of plasma grenades on a character and she walked away from it basically unscathed (this is actually what led to the changes to the Drugs section). My most effective solution right now has been mimicking project horizons-level threats at higher levels. That tends to make things the most interesting all around.
See my playgroup changed the live by the luck rules to make things at least somewhat deadly.
1. We got rid of rerolls entirely. Those are gone.
2. Once per session can negate 1 attack against your character.
3. Once per session can negate 1 critical fail you roll.
4. Most luck based traits are restricted with good luck charm being the only allowed one (with one reroll only per session).
It helps makes things a lot more deadly even on smaller scale raider fights or monsters. We got a bunch of other rules but honestly I can't remember right now what bleeds into the official rules or not and gotta check that before I say we changed it xD
``Yeah... basically the only way the system is really deadly right now is if you under-equip your party and make bullets Metro 2033 levels of scarce. This has been a point of concern for me moving forward in campaigns, especially where the characters were very high level.
Funny enough, I am currently running a campaign that is going to Zebrica, and they just travelled through the S.T.A.L.K.E.R. mixed with Metro 2033 ruins of Stalliongrad before they headed into Zebrica proper. Bullets were the main income type there. I even had a conversion system for it as well.
Still, if I didn't have a wasteland weirdo who could regenerate ala Rampage, we would have lost several more members of the party. Having one unkillable has kept the others from being as reckless as her.
I've run a character in a campaign where for about 6 months of weekly sessions she's been so broke she can't afford bullets and has been fighting with crowbars she conjures with the Conjure Tool spell. It's slow, terrible, and she's a massive drag on the party xD But it's been interesting at least.
We also had a Rampage-eske regen character in one of our campaigns. To avoid it being too overpowered (cause she is) they made their endurance low as fack and and when they fatally die turn into a baseball sized flying ball with teeth which needs to spend 1d4 rounds eating a corpse sized amount of meat to pull back together their body. It seemed like a good balance until one of our other players got a grenade launcher and wouldn't bother to hold fire when our Rampage character launched themselves at the enemies in melee range. We killed our own front line character more times than I can count...
Ours turns small young foal for a few days after she dies. She is also deadpoolesque so tends to get maimed and blow up quite often. She even gave a kiss to a canterlot ghoul to try and bring it back from turning feral. Needless to say her organs liquified, but she did manage to succeed.