INJURY
The level of injury depends on the weapon used. Physical conflicts inflict injury on Endurance, Strength and Reflexes; mental conflicts on Awareness, Mind and Grit.
Weapon damage is generally broken down into small, medium, large and huge, doing 1d6, 2d6, 3d6 and 4d6 damage each. Some attributes may add to damage, level A adds +1, B +2 and C +3 to total injury.
Strength adds to injury in muscle-powered physical conflicts, Reflexes adds to injury in ranged physical conflicts.
Awareness adds to injury in mental conflicts
In physical conflicts, by the rule of "first blood" the first injury a character suffers in a conflict is inflicted on a random one of Endurance, Strength and Reflexes; in mental conflicts, on Awareness, Mind and Grit. Any injury left over after reducing an attribute to zero is lost.
Injury after first blood goes to where the victim chooses, though it must be physical or mental as appropriate.
After any conflict, a character takes a single level of injury to an attribute (physical or mental as for the conflict); they're fatigued by it.
Zeroing out
Unconscious are those who had one attribute reduced to zero, and they wake up ten minutes later halfway between 0 and their full attribute level; round down. Severely wounded characters are those with two attributes reduced to zero, and they wake up three hours later with their zeroed attributes raised to 1. Dead/Crippled characters are those with three attributes reduced to zero, and obviously won't recover on their own, and require trauma care.
Healing
First Aid is simply a Physician (for physical injuries) or Psychology (for mental injuries) check of 8+, and immediately recovers Physician skill level of injury, with a minimum of 1 on any success ; a balls-up subtracts 2, and a triumph recovers 2.
Trama Care is for severely wounded or dead/crippled characters, and is a Physician/Psychology check of 8+ with DM-3. A character who was severely wounded will get a permanent -1 on an appropriate attribute; one who was dead/permanently disabled will get -3.
Recuperation is simply rest for the injured character. Each day of rest is a quickie of Endurance or Grit, with
DM+2 for comfortable and well-equipped surrounds (a clinic)
DM+0 for comfortable or well-equipped surrounds (a poorly-equipped clinic, or at home with family)
DM-2 for sparse or dirty surrounds (a filthy clinic, or a clean cave somewhere)
DM-4 for sparse and dirty surrounds (a cave in the frozen wastes)
with DM+0 if the character was made unconscious, DM-1 if they were severely wounded, and DM-3 if they were dead/disabled. The care of the attending Physician/Psychologist will be a complementary trait. Success on the roll gives +1 to an injured attribute, failure gives nothing, triumph heals 3, ballsup is another -1 injury.
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