A new injury is untreated, and healing cannot begin until it is treated. An untreated wound is resolved as though its treatment roll were a Critical Failure.
Each wound has a required treatment — the specific action that must be taken:
| Code | Treatment |
|---|---|
| CLN | Clean and dress the injury with water and bandages. |
| CMP | Apply a cool, wet dressing to ease discomfort. |
| SET | Splint a simple fracture. |
| SUR | Complex surgery (requires surgical tools). An MF or CF roll causes a bleeder. |
Treatment is a Physician test with the treatment’s difficulty modifier. Its result sets the injury’s Healing Rate:
Treatment table — resulting Healing Rate by roll and severity:
| Roll | Minor | Serious | Grievous |
|---|---|---|---|
| CF (−1) | HR 4 | HR 3 | HR 2 |
| MF (0) | HR 5 | HR 4 | HR 3 |
| MS (1) | HR 6 | HR 5 | HR 4 |
| CS (2) | HEAL | HR 6 | HR 5 |
A result of HEAL heals the wound immediately.
Treatment actions — the required action and its difficulty modifier by aspect and severity (action / modifier):
| Aspect | Minor | Serious | Grievous |
|---|---|---|---|
| Blunt | CMP / +30 | SET / +10 | SUR / 0 |
| Edged | CLN / +20 | CLN / +10 | SUR / 0 |
| Piercing | CLN / +10 | CLN / 0 | SUR / −10 |
| Fire | CMP / +20 | CLN / +10 | CLN / 0 |
Special Injury Effects
Certain wounds carry an additional effect:
- Possible permanent impairment — Serious HR 3–4 or Grievous HR 2–4 blunt wounds; Grievous HR 2–4 edged wounds; Serious HR 3 or Grievous HR 2–4 piercing wounds; Grievous HR 1–3 fire wounds.
- Bleeder — Grievous HR 2 or HR 3 blunt, edged, or point wounds.