Injuries
This is a whole slew of optional rules on the subject of injuries,
which have been inspired by several different worthy sources,
particularly some of the games published by BTRC (especially
TimeLords and its conceptual descendant CORPS), and some other
house rules by Thomas Barnes.
Injury Points
For the purpose of book-keeping, special wound effects, healing etc,
the magnitude of a wound is measured in Injury Points
(IP). These are relative to the character's "Hit Points"
attribute; to figure out the IP of a given wound, cross-reference
the victim's HP score with the rolled damage (after armor)
on the table below. For the purposes of healing magic etc., treat
the number of "hit points" healed according to the standard rules
as incoming damage, find out how many IP that would correspond to,
and heal that many IP from the wound being targeted.
Damage VICTIM'S HP SCORE
Taken 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
2 3 3 2 2 2 2 2 1 1 1 1 1 1 1
3 4 4 3 3 3 3 2 2 2 2 2 2 2 2
4 6 5 4 4 4 3 3 3 3 3 2 2 2 2
5 7 6 6 5 5 4 4 4 3 3 3 3 3 3
6 9 8 7 6 5 5 5 4 4 4 4 3 3 3
7 10 9 8 7 6 6 5 5 5 4 4 4 4 4
8 11 10 9 8 7 7 6 6 5 5 5 4 4 4
9 13 11 10 9 8 8 7 6 6 6 5 5 5 5
10 14 13 11 10 9 8 8 7 7 6 6 6 5 5
11 16 14 12 11 10 9 8 8 7 7 6 6 6 6
12 17 15 13 12 11 10 9 9 8 8 7 7 6 6
13 19 16 14 13 12 11 10 9 9 8 8 7 7 7
14 20 18 16 14 13 12 11 10 9 9 8 8 7 7
15 21 19 17 15 14 13 12 11 10 9 9 8 8 8
16 23 20 18 16 15 13 12 11 11 10 9 9 8 8
17 24 21 19 17 15 14 13 12 11 11 10 9 9 9
18 26 23 20 18 16 15 14 13 12 11 11 10 9 9
19 27 24 21 19 17 16 15 14 13 12 11 11 10 10
20 29 25 22 20 18 17 15 14 13 13 12 11 11 10
For values off the table, the formula is:
IP=(Damage*10)/HP, round nearest.
Example: Arnie and Barney are both running around with no
clothes or armor on, when some nasty person shoots both of them with
a 9mm pistol. Arnie has 15 HP while Barney has 10 HP; by coincidence,
they are hit by one bullet each, and the damage roll comes up as 8 in both
cases. Checking the table, we find that Arnie takes a wound of 5 IP
while Barney suffers 8 IP. (If they'd both been wearing light Kevlar
or something with DR 5, the penetrating damage would have been 3
points, which translates to 2 IP for Arnie and 3 IP for Barney, but
they weren't wearing any armor so they're out of luck). Looking at
the Wound Level section, we find that
Arnie's wound is Medium while poor Barney gets a Serious wound. A bit
later, they meet their good friend Connie who happens to know the
spell Minor Healing and is willing to help them; that spell can cure
up to 3 "hit points" of damage, which translates to 2 IP for Arnie
and 3 IP for Barney -- leaving them with 3 and 5 IP left, respectively.
Lethal and Non-Lethal Damage
Introducing an altogether new type of damage. Non-lethal damage
(N damage for short) is,
as the name suggests, not by itself capable of killing (or permanently
harming) a character -- it represents the kind of bruising that is
usually caused by being hit by blunt objects of varying hardness, or
that may be transmitted through armor even if the armor isn't
penetrated (most particularly in the case of flexible armor like
mail or kevlar -- the armor may save your life, but it's not going
to prevent you getting hurt).
There are two ways to take N damage. Firstly, many weapons do N
damage instead of or in addition to lethal (L) damage. Secondly,
armor may convert some portion of the L damage that strikes it into
N damage. N damage never gets a bonus for damage type --
multipliers for Cutting or Impaling damage only applies to the
lethal portion which penetrates armor. N damage cannot break
bones or cause any sort of Special-Damage roll linked to organ
failure or other lifethreatening situations, but it may cause
stunning or Special-Damage rolls linked to unconsciousness.
N damage "wounds" are also referred to as "bruises".
Weapon damage types
Weapons are rated for lethality level; there are five such levels, and
roman numerals are used to denote them.
- Level I: 100% L, 0% N. Guns and sharp metal things and so on.
- Level II: 75% L, 25% N. The hardest bludgeons, dulled blades, etc.
- Level III: 50% L, 50% N. Bludgeons of medium hardness, such as
the typical quarterstaff.
- Level IV: 25% L, 75% N. Standard fists and kicks and so on.
- Level V: 100% N. Heavily padded bludgeons, sonic stunners,
etc.
When using this rule, first roll for damage and then divide it up,
rounding in favor of N damage.
Note: Under this
rule, fists do straight thrust/crush damage rather than
thrust-2/crush, and kicks do thrust+2/crush, both type IV; heavy
boots and brass knuckles and so on do not generally give damage
bonuses, but instead increase the lethality of the attack to type
II or III, depending.
Armor and damage
The DR rating of all types of armor is now given as
two numbers separated by a slash, rather than as one number. The
notation is A/B, where A is the
"hard" DR and B is the "soft" DR. Hard DR stops
damage altogether; soft DR converts L damage to N damage. This
rule replaces the standard "blunt damage through flexible armor" rule.
Applying DR works like this: First determine where the attack
hit, roll for damage, and (unless the attack had lethality level I or
V) split its rolled damage between L and N damage. Next, the hard
DR of the armor will stop up to its rating in damage -- it won't stop
any N damage unless there is more hard DR than there is L damage; L
damage is stopped first. Then, if there is any L damage left, the
soft DR will convert up to its
rating in L damage into N damage.
N damage can only be stopped by armor if there is more hard DR than
there is L damage, in which case the remaining points of hard DR stop
one point of N damage each. Damage which has been turned from L to N
by armor cannot be stopped by armor.
Armor only counts as "penetrated" if the L damage was at
least equal to the armor's total DR -- in other words, it is possible
to get holed armor without actually taking any L damage (important in
the case of sealed armor in hostile environments), if the L damage is
exactly equal to the armor's total DR.
If any L damage manages to penetrate armor, the remainder gets any
bonuses for damage type (cutting, impaling, bullet calibers,
whatever), and causes a Wound as determined by the
IP table and the
Wound Level rules below.
Whatever N damage is done causes a Bruise, which is separate
from the Wound caused by the same attack (although it'll be in the
same location, it is treated as a separate thing in game-mechanical
terms).
Wound Levels
I use a modified version of the "wound level" rules in CII. There
are now five different wound levels: Trivial, Light, Medium,
Serious, and Critical. The level of a wound is determined by how
many IP the wound contains. Under
these rules, hit points are no longer "ablative" at all; the only
situation where consecutive "damage" accumulates toward
unconsciousness or death is in the case of blood loss, which is
treated just like a separate Wound (but one which grows; a patient
can only have one Bloodloss injury unless the patient is a distributed
personality sharing several bodies or something similarly exotic).
The same rules are also used to evaluate the "size" of a Bruise, and
even the amount of Fatigue a character is suffering (although the
Fatigue aspect of BD is used for comparison rather than the HP aspect
in the latter case). Fatigue, like Bloodloss, is cumulative, and a
normal character may not have more than one Fatigue "injury".
A wound should be listed by (Location):(Type)(Level)(Points).
For Type, use the same abbreviations as in the damage-type listing
for weapons (Bruises are listed as Br, Fatigue is listed as Fat,
Bloodloss is listed as Blood).
For Level, use the first
letter of that wound level (T,L,M,S,C).
Breakdown of wound levels:
- Trivial Wound: 1 IP.
- Light Wound: 2 IP.
- Medium Wound: 3 to 5 IP.
- Serious Wound: 6 to 9 IP.
- Critical Wound: 10 IP or more.
For Bruises, you need
only keep track of the single largest Bruise in each location;
a new Bruise to an already Bruised location is ignored unless it
is at least as big as the old one -- if the new Bruise is bigger,
ignore the old one, and if they are exactly equal, they combine
to form a "new" Bruise which is one point larger than each of
them.
Special-Damage Rolls
These are used quite often, and are a generalization of the "roll vs.
HT (minus some penalty or plus some bonus) to avoid this or that
nasty effect" sort of rule, of which GURPS already has a few. (Yes,
I like generalized rules).
Briefly, a Special-Damage roll (SD roll, for short)
is a HT roll made
with a modifier which depends on the exact amount of damage taken.
SD rolls are called for in any number of different situations, usually
upon taking a wound of such and such a Wound
Level, but there are some cases where any wound will
require a SD roll. In any case, the SD roll takes a penalty if the
damage taken was larger than the minimum required to provoke the SD
roll; the penalty is equal to the number of extra IP taken above said
minimum. For instance, if a SD roll is required for Serious wounds to
a certain location and you've just taken a 8 IP wound to that
location, the SD roll will be at a -2 penalty; if you'd taken a 15 IP
wound instead, you'd be rolling at -9.
The margin by which an SD roll succeeds or fails is often important;
for instance, if you fail an SD roll to determine whether you
fractured that bone, the margin you failed it by determines whether
the fracture is simple or complex (which, believe me, matters).
Bleeding
Many different types of wounds can lead to bleeding, which is bad for
your health. There are three different types of bleeding: Regular,
Severe and Internal. Bloodloss is counted as a single wound, which
unlike other wounds is cumulative; if you lose more blood, the
Bloodloss "wound" grows in severity.
Regular Bleeding
This is usually caused by cutting, impaling, or bullet wounds; wounds
from blunt objects usually don't cause much bleeding unless they also
caused fractures. For this purpose only, total up all the
damage you've taken, divide it by 5, and use the result as a penalty
in an SD roll. Make the roll each minute, if it fails you lose
1 point of blood.
Regular Bleeding can be stopped immediately with a First Aid roll; one
such may be attempted per patient per minute, although it usually
takes more than a minute to finish bandaging up a patient. Also, if
the patient makes his SD roll to avoid bleeding three consecutive
times, the bleeding stops on its own.
Severe Bleeding
This only happens as a result of specific wounds. When Severe
Bleeding is called for, make a SD roll for the wound in question.
If this roll fails, you start losing blood at a constant rate
depending on the amount by which the roll failed:
SD roll missed by Bleeding Rate
1 to 3 points 1 IP per 1d6 x 10 minutes
4 to 6 points 1 IP per 1d6 x 1 minutes
7+ points 1 IP per 1d6 x 10 seconds
Severe Bleeding from a limb wound can be stopped with a tourniquet;
from wounds in the head or body it requires surgery (or magic) to stop
it. With a successful First Aid roll and continuous direct pressure,
the bleeding can be slowed by one step (or two steps if the First Aid
roll was a critical success); if it is slowed beyond the slowest step
you can consider it to be temporarily stopped.
Internal Bleeding
This may happen whenever you either take a Serious wound to the head
or body, or when a limb is crippled (but does not suffer from an open
fracture). Whenever this happens, make a SD roll for the wound in
question; if it fails, you start suffering slow internal bleeding
at a constant rate depending on the amount by which the roll failed:
SD roll missed by Bleeding Rate
1 to 3 points 1 IP per 2 hours
4 to 6 points 1 IP per hour
7+ points 1 IP per 30 minutes
Internal bleeding requires either surgery or magic to stop. It may
also cause organ damage (watch out for those head wounds).
Coagulation
Severe and Internal bleeding may sometimes slow down on its
own. Every time you lose blood (or once per ten minutes, if you're
bleeding faster than that) make a new SD roll. If this succeeds then
the bleeding slows by one step on the table. Severe Bleeding stops
altogether if it goes off the table, but strenuous activity may cause
it to begin bleeding again. Internal Bleeding never stops on its own,
but may be slowed down one or two steps off the table (to once per
four or eight hours).
Effects of Bloodloss
Bloodloss is treated as a wound like any other; if it becomes Critical
then the patient will not likely remain conscious very long. The
patient dies if the wound grows to twice the minimum for
Critical. The only other difference between Bloodloss and other
wounds is that its penalty also applies to HT rolls
vs. Infection, Shock and Unconsciousness in addition to any other
penalties.
Effects of Wounds
For injuries to the body or head, a Light wound gives a -1 penalty
to Move, DX and all physical skills; a Medium wound gives a -2
penalty; a Serious wound gives a -3 penalty. For injuries to the
head, these penalties apply to mental attributes and skills as well.
A Critical wound gives a -4 penalty to all skills and "active"
attribute rolls (not to HT rolls against Special Damage and
so on)
regardless of where it is, assuming it hasn't yet made the patient
unconscious. Note: These penalties are not cumulative,
only the worst one applies. High Pain Threshold will halve
any such penalty except for Fatigue, rounding down.
For injuries to the limbs, the blowthrough limit is (HP/2), so you
cannot take any worse than a Serious wound to a limb, and this will
cripple it. Also, the major joints (elbows and knees) are more
vulnerable; they are crippled by Medium wounds (which will make the
whole limb useless). Hands and feet have blowthrough limits of (HP/3), so
they can only take Medium wounds, which will cripple them; an arm or
leg which is not itself crippled is still somewhat useful even if
the attached hand or foot is crippled, provided you're not too wimpy.
Limbs suffer penalties for any wound: A Trivial
wound gives a -1, a Light wound gives a -3, a Medium wound gives a -5.
Like with wounds to the body or head, only the worst single penalty
to any given limb applies, and High Pain Threshold will halve the
penalty.
Amputations
Amputations in combat aren't all that common, but they do happen.
Limbs: A crippling wound to a limb, if taken from
a Cutting attack or an explosion (or projectile or beam weapons
that do more than 10 dice basic damage), may take it clean off.
In this case, make a SD roll at +3; if it fails, the limb is
amputated, and you must roll for Severe Bleeding at -4. Otherwise,
go to the procedure for breaking bones.
Fingers: If a hand is crippled by a Cutting attack
or an explosion, some fingers might be permanently lost. Make an
SD roll; if it fails, the hand loses one finger per two points
of failure margin (the thumb should be the last to go). If the
roll was critically missed, the whole hand is lost at the wrist,
and you must roll for Severe Bleeding.
Decapitation: A Critical wound to the neck requires
an SD roll to avoid decapitation. Decapitation is usually fatal.
Breaking Bones
Bones can break when a limb is crippled but not amputated, or
when a Serious or worse wound is taken to the body or head.
Whenever this happens, make an SD roll, and find out just how bad
the fracture is depending on the result of that roll:
- Success: Temporary crippling only; no fracture.
- Missed by 1-3: Simple Fracture.
- Missed by 4-6: Compound Fracture.
- Missed by 7-9: Open Fracture.
- Critical failure: Compound open Fracture.
This SD roll has a -2 penalty for bullet wounds, or a +4 bonus for
damage caused by a fall.
Simple Fracture
A hand or foot is crippled.
An arm or a leg is crippled, and you must make an SD roll vs.
Internal Bleeding.
A fracture to the Head or Brain areas requires SD rolls vs. Internal
Bleeding and Unconsciousness.
A fracture to the Neck or Spine areas requires an SD roll vs. Paralysis.
Any location must be splinted before it can be safely used to bear
weight; a broken spine cannot be splinted without immobilizing the
patient. Attempting to use any location with a simple fracture that
has not been splinted provokes a new fracture roll.
Compound Fracture
As above, except that the fracture is at -2 to set or immobilize.
Also, a compound fracture to the Chest area may puncture a lung or
tear open a major vein or artery. Until the fracture is immobilized,
any movement or rough handling by the patient will require an SD
roll to avoid a punctured lung and a roll for Severe
Bleeding.
Open Fracture
As above, except that the bone breaks the skin (ouch). Roll for
Severe Bleeding. This is an open wound and might get infected,
TL 6 surgery is required to set the bone and close the wound. At
earlier TLs, a limb must be amputated to save the patient, although
some forms of magical healing might help.
Compound Open Fracture
As above, except worse; take a -2 penalty to the roll for Severe
Bleeding and to all skill rolls related to treating the wound.
Unconsciousness, Shock, and Death
Nobody dies from lack of hit points, since hit points are not lost.
The usual cause of death is irreversible brain damage, which is
usually caused by a lack of oxygen and nutrients to the brain, which
again is usually caused by problems with the circulatory system, which
may in turn have a variety of causes, In game terms, the things that
can kill you are basically threefold: Injuries to various critical
locations (a knife through the heart, for instance), accumulated
bloodloss, or the heart stopping for other reasons (often Shock).
Similarly, one probably wouldn't pass out due to being poked ten or
twenty times with a needle; only specific injuries can cause
unconsciousness.
Any Serious wound (or Critical Bruise) may
cause Shock, Semi-Consciousness, or Unconsciousness. This includes
Bloodloss, but not Fatigue.
Whenever
such a wound is taken, make a Special Damage roll for it.
This roll is modified by Will (use Physical Will rather than HT
as the basis for it), and High Pain Threshold gives an extra
+1 bonus (while Low Pain Threshold
gives a -1 penalty). If it fails, you go into Shock; if it fails
by 5 or more, you go into Semi-Consciousness; a Critical
Failure means you go straight into Unconsciousness.
If the wound was Critical (and not a Bruise), the Special Damage roll must
be repeated each turn you do anything more significant than staggering
around at 1 hex per turn, and every 10 turns even if you're just lying
down quietly. Also, any extra mistreatment of a crippled extremity
forces a new roll.
Shock
If you're going into Shock, you may still be able to move around and do
things; an emergency situation will generally be accompanied by enough
adrenalin to keep you functioning physically for a little while, but
you'll take a -2 penalty on mental things, and if you need
to make any new rolls against Shock/Unconsciousness you also have a -2
on them (though you don't suffer any extra ill effects from "going into
Shock twice over").
After the emergency has passed, or in (6*HT) seconds anyway, you
become giddy and weak; you take a -4 penalty on everything except HT,
and must make a roll vs. Physical Will each minute to avoid Semi-
Consciousness -- a Critical Failure on this means you go totally
Unconscious, but a Critical Success means you stabilize and don't
have to make
any more of these rolls unless you're subjected to unreasonable
stress.
If you go around trying to do things, make a DX roll each minute
and every time you try anything more difficult than walking around;
if this is failed, you can no longer remain in an upright position,
and a Critical Failure might cause you to hurt yourself or do some
other kind of unintentional damage, depending on the situation.
After you're stabilized, recovery will take hours; make a HT roll each
hour, with a +2 bonus for appropriate "first aid"-type care, or a penalty
of -1 to -4 for especially bad conditions. Each roll you make reduces
the Shock penalty by 1, until it is at -1; it will stay at -1 for
(18-HT) hours, after which recovery is complete.
Semi-Consciousness
The state of Semi-Consciousness is basically a deeper form of Shock;
you can still sort of perceive what's going on around you and perhaps
communicate a few mumbled words. You must make another Special Damage
roll instantly upon going Semi-Conscious, and every minute thereafter,
or go totally Unconscious; a Critical Failure on this means you suffer
immediate Cardiac Arrest.
While Semi-Conscious, you are generally
limited to lying around (and perhaps slowly crawling or rolling a hex
per turn, if you can make a DX roll); anything you try to do
(including the aforementioned DX roll to crawl) takes a -6 penalty,
and requires
that you make a new Special Damage roll at the beginning of your next
turn to avoid total unconsciousness. Understanding and remembering
what's going on
around you while Semi-Conscious may require a Mental Will roll,
with a penalty depending on the amount of distracting noises and so
on.
Proper medical treatment, or a Critical Success on the once-per-minute
HT roll, means you stabilize in this condition and do not risk Cardiac
Arrest (due to Shock, anyway). You'll still probably want to go to
sleep, though, but at least you won't risk a Coma. Recovery works
like with total Unconsciousness. Stability is lost if any more
damage is taken (internal bleeding is particularly nasty).
Unconsciousness
This basically functions as in the standard GURPS rules.
Addition: When you go Unconscious, you must make a straight HT roll
or suffer Cardiac Arrest. If you do not receive treatment, you must
make another roll 1d6 minutes later, but if you're still alive after
that roll you've stabilized on your own -- no further rolls vs.
Cardiac Arrest
are needed unless you take more damage, but any further damage
(including more bleeding) means you're in trouble again.
If you're Unconscious but stable, recovery works almost like the
standard GURPS rules say; how long it takes to recover consciousness
depends on your worst single wound, rather than the total amount
of damage you've taken. You must make a HT roll to decide exactly
how long recovery takes; shorten the time by 10% for each point you
make the roll by, or lengthen it by 10% for each point you miss it by.
If you rolled a Critical Success, you begin recovery immediately; if
the roll was a Critical Failure, you instead go into a Coma.
Coma
This is prolonged unconsciousness. At first, make a daily HT roll;
any success means you come to. But if any of these rolls is a
Critical Failure, you must begin to roll each month
instead; and if you also have a Critical head wound you may consider
the coma to be permanent pending a miracle. Surviving beyond about
two days of unconsciousness will require treatment and aid, or you'll
die from dehydration or something else unpleasant. Prolonged comas
will probably cause nasty complications (including loss of ST and HP
due to atrophy of muscles and skeletal structure, bedsores which
might get infected, etc).
Respiration Loss and Cardiac Arrest
Either of these may be caused by a variety of injuries. Cardiac
Arrest generally leads to immediate Respiraton Loss, but it
is often possible to lose respiration without immediately losing
pulse. Either condition is usually fatal, for
obvious reasons, unless you get treatment fast;
they lead to irreversible brain damage within a few minutes (or
sometimes longer, depending on conditions; drowning in very cold
water, for instance, prolongs this time considerably, and
ultratech or magical forms of treatment may salvage brains that
late TL7 medicine cannot).
First aid with CPR techniques can sometimes suffice to save the
patient, but they're often only a stopgap measure to keep the
patient only "mostly dead" until more extensive treatment can be
given.
Bloodloss and Fatigue
Bloodloss is, as already mentioned, treated as just another wound for
most purposes; the only difference is that any further bleeding causes
this wound to grow bigger, and penalties are suffered for this as for
any other wound -- increasing as it grows. When Bloodloss becomes
Serious, you risk going into Shock (just like with any other Serious
wound), and a new roll must be made each time more blood is lost. If
Bloodloss manages to go to 20 IP, you go into Cardiac Arrest
automatically, and will die unless you get an immediate transfusion.
Fatigue, on the other hand, cannot normally cause Shock; but once you
reach Critical Fatigue you can't do anything much except in
extraordinary circumstances (using drugs, or making Physical Will
rolls with cumulative penalties for everything you do; pushing
yourself like this might cause shock).
Healing
The rate at which a wound heals depends on its original Wound
Level, the patient's HT stats, and sundry circumstances.
To figure out healing rate for a regular Wound:
ORIGINAL WOUND LEVEL RATE OF HEALING
Medium or less HT/14 per day
Serious HT/28 per day
Critical HT/70 per day
Modify the character's Health as follows:
- -1 to HT for each 2 IP of blood lost and not replaced
- -1 or more to HT for unsanitary conditions
- -1 or more to HT for infection or disease
- -4 or more to HT for burns
- -1 or more to HT for activity
- -1 or more to HT for inadequate food or water
- -4 or more to HT for internal injuries and organ damage
- -1 for every 10 years of biological age over 50
- +1 for complete bed-rest, with adequate food and water.
- +1 for every 2 points by which the attending Physician
makes a skill roll, up to a maximum of 1/2 Tech Level.
- +1 for every 3 points by which the attending Nurse (if
any) makes a skill roll, up to a maximum of +3.
Recalculate healing rate whenever circumstances change. Healing rate
should be computed to two decimal places, and added up each day, so
you could very well be healing for instance .09 points per day.
Characters with the Rapid Healing advantage double their
rate of healing. Characters with the Slow Healing disadvantage
halve their rate of healing.
At TL 8+ use the following modifiers for healing:
TL RATE OF HEALING NOTES
8 Normal -2 for organ or burn damage
9 x2 -0 for organ or burn damage
10 x3
11 x4
12 x5
13 x6
14 x8
15+ x10
Since all wounds heal in parallell, and only the largest single
wound in each major location has any game-mechanical effect once
all wounds have been stabilized so you're not bleeding to death,
you can forget about any smaller wounds you have in the same
location as a large one once they have all been treated (by the
time the larger wound has healed up, all the smaller ones will
be gone). This should cut down a bit on book-keeping.
Regenerating Blood
Blood loss heals as a Light wound regardless of its magnitude,
although of course transfusions might be used to instantly
heal part or all of blood loss. At TL 8+ there might be
medicines to speed the body's own regeneration of blood.
Healing Bruises
Bruises heal much faster than real Wounds; substitute "hours" for
"days" in the formula above.
Healing Bones
Bones heal at a different rate. Before a broken bone can be
safely used again, several weeks will pass; this healing
happens in parallell with the healing of the Wound which
caused the broken bone.
- Load-Bearing Bones 21 weeks - HT (minimum of 5 weeks)
- Other Bones 15 weeks - HT (minimum of 3 weeks)
- *2 time for complex fractures
- Modifiers as above.
Recovering from crippling injuries
At the end of any
fight in which a character is crippled, that character makes
a Special Damage roll for each crippling injury. A successful
roll allows the injury to recover fully, once all bones have
healed and the wound is gone. A failed roll
means that the injury was permanent - resulting in crippling,
a loss of abilities, or some other problem. For each 2 points
the roll was missed by subtract 5 character points from
affected abilities, skills or advantages or add 5 points of
appropriate disadvantages. Critical wounds to the head or
body might also lead to permanent impairments -- make a Special
Damage roll for it like for a crippling injury, and if it fails,
appropriate detrimental effects should be worked out (this
depends on the wound's exact location).
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Last modified: Tue Feb 10 17:20:12 MET 1998