Character health and healing.

Post Reply
User avatar
swrider
ISB Deputy Director
Posts: 7524
Joined: Thu Aug 10, 2017 2:36 am
Location: Phoenix, AZ

Character health and healing.

#1

Post by swrider » Thu Aug 29, 2019 5:11 pm

Characters have a single pool of health measured on a scale of 1 to 100. This pool represents the characters oval health and is inclusive of minor would and illness through terminal conditions.

NOTE: A character in perfect health has a health score of 0. A health score higher than 100 results in death or at the GMs discretion a coma.

1-50 represent minor wounds/ injuries/ and illnesses. This range can be treated using the first aid talent.

51-80 represents more significant wounds / injuries / illnesses and requires skilled treatment using the medicine skill. At gm discretion medicine checks may also require the use of specific medicines to be successful.

81-100 this range represents significant impact on the characters health and are life threatening. The surgery skill is required to test would at this level and requires medical equipment such as that going in hospitals, surgery centers, vetrenary surgery centers, and similar facilities. Ongoing damage occurs at this level until stabilized using the first aid skill. Additionally further damage may be caused transporting characters at this level of a successful first aid or medicine check is not made to stabilize the patient.


To be continued.

User avatar
swrider
ISB Deputy Director
Posts: 7524
Joined: Thu Aug 10, 2017 2:36 am
Location: Phoenix, AZ

Re: Character health and healing.

#2

Post by swrider » Thu Aug 29, 2019 8:41 pm

Healing checks.
All difficulties for First Aid, Medicine, and Surgery checks are based upon the health level of the character. So a character with health 31 that is receiving a first aid check would require a roll of 31 or higher to receive the benefits of a successful check. Please note the GM may add additional modifiers increasing or decreasing the difficulty of the check to represent ongoing conditions. Examples would include increasing the difficulty by 10 due to ongoing enemy fire, or swampy contaminated environment. A difficulty may also be decreased at GM discretion due to favorable circumstances, such as being able to work in a clean well lit, safe environment.

Health range 1-50
A character will heal at a rate of 1d10 per day. A first aid check may be made during combat or immediately after (within ~15 minutes from time of injury) to heal an immediate 1d10 damage to the character. A first aid check is not capable of healing more damage than occurred by the event precipitating the check. Multiple first aid checks may be made made on a character throughout the day, however, each check must address a unique combat phase or injury causing event. I.e only one check per combat round and only one check after being injured on a parachute jump.

Health Range 51-80

A character will heal at a rate of 1d10 per day where a successful medicine check has been applied. A failed medicine check results in a loss of healing potential for that day. Only one medicine check may be made on character per day. In addition to or in place of a successful medicine check, the GM may require the application of specific medicines to heal the injury, disease, or wound. Failed medicine checks on multiple consecutive days result in increasing or worsening conditions. Starting on the second day (second failed medicine check) the character takes 1d10 additional damage, representing the worsening of his condition. GM note: worsening conditions often occur as a result of infection once damage of this sort has been sustained it is recommended to require the use of antibiotics or other medicines with further medicine checks.


Health Range 81-100

Instability. A character with health between 81 and 100 is at sever risk of loosing their life and require immediate attention. Until stabilized the character takes 1d10 damage each hour. The first 1d10 damages occurs immediate after the combat or injury event if a successful first aid or medicine check has not been made. A check is made each hour of the first day until the character is stabilized or dies.

Stabilizing
First aid and medicine are incapable of healing characters at this health level, however, these vital skills play an important roll in the care of characters. First aid or medicine can be rolled to stabilize a character between 81-100 health. Once stabilized a character no longer receives additional damage each hour. Character which remain in this health state for longer than a day require a stabilization check for each day. Starting on the second day a stabilization check must be attempted on a failed attempt the character takes 1d10 damage. This damage occurs only once immediately after the failed check and the check does not need to be repeated until the start of another day.

Transporting
Transporting characters in health range 81-100 is extremely dangerous. Any attempt to transport a character even a short distance requires a first aid or medicine check. On a successful check the character is transported to the destination safely. On a failed check the character becomes unstable and immediately takes 1d10 damage and a further 1d10 damage until stabilized.

Permanent effects.
Injuries, illness and wounds which carry a character near death (health 81-100) carry with them ongoing effects. A character healed from such an event receives an ongoing effect from that ordeal. At the discretion of the GM the character will have distinguishing scars, limps, or other ongoing effects as a result of their ordeal. These effects may limit the ability of a character to perform certain actions or make them more easily identifiable.
Examples
A character receives a gun shot to the head. Due to the remarkable skills of a local surgeon the character lives, but his face is badly mutilated making attempts to recognize him substantially easier and attempts to disguise his appearance much more difficult. (Enemies receive +20 to their observation checks to identify character regardless of weather the character is in disguise.)

Another character is badly injured by an explosive that detonated early. The character is saved with the help of a local veterinarian sympathizer, however, his hand is permanently disfigured. (the character takes -10 on any skill check which requires the use of the injured hand).

Post Reply

Return to “Game Rules”

Who is online

Users browsing this forum: No registered users and 1 guest