Treating Injuries

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:

CodeTreatment
CLNClean and dress the injury with water and bandages.
CMPApply a cool, wet dressing to ease discomfort.
SETSplint a simple fracture.
SURComplex 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:

RollMinorSeriousGrievous
CF (−1)HR 4HR 3HR 2
MF (0)HR 5HR 4HR 3
MS (1)HR 6HR 5HR 4
CS (2)HEALHR 6HR 5

A result of HEAL heals the wound immediately.

Treatment actions — the required action and its difficulty modifier by aspect and severity (action / modifier):

AspectMinorSeriousGrievous
BluntCMP / +30SET / +10SUR / 0
EdgedCLN / +20CLN / +10SUR / 0
PiercingCLN / +10CLN / 0SUR / −10
FireCMP / +20CLN / +10CLN / 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.