Injury And Healing

It is inevitable that characters get injured in the course of their adventuring. This is presently a collection of quick rules and notes for further expansion later. For now we are using a slightly expanded version of the WEG 2.1 rules on injury.

Damage

Damage is rolled vs. character's Constitution+applicable armor. Pay attention to physical vs. energy attacks, and occasionally armor will have different responses against different types of physical or energy attacks. Blast damage needs armor over the entire exposed area (usually full body) for it to count. (ed. note: Any better ideas on how to handle this? Roll vs. each limb exposed, worst result stands as effective level? Probably not worth it...)

Damage Roll > Resist Roll Result
0-3 Stun
4-8 Wound
9-12 Incapacitate
13-15 Mortally Wound
16+ Killed

Damage Results

Stunned: -1D for each stun, each round can "shake off" -1D from total that was there at the beginning of round. (i.e. if a character gets one -1D stun in round 1, it cannot be "shaken off" until the end of round 2). Stuns apply to all further action in round. If an action has negative dice, it cannot be performed.

Lightly Wounded: -1D until healed, knockdown or other injury if appropriate. Lose all actions remaining in round.

Wounded: -2D until healed, knockdown or other injury if appropriate. Lose all actions remaining in round.

Incapacitated: Unable to function, or -4D if conscious. Knockdown and lose all remaining actions in round. Requires Difficult stamina check each turn to function.

Mortally Wounded: Unable to function, or -6D if conscious. Knockdown, lose all remaining actions, requires Heroic stamina check each turn to fuction. Also, roll 2D. If the total is less than the number of rounds the character has been Mortally Wounded, the character dies.

Death: You're dead. Make a new character. No, you don't have another clone.

Damage Locations

Considering something similar to GURPS, but for now, 1D: 1, head; 2-3, torso; 4 arm (1-3 left, 4-6 right); 5 left leg; 6 right leg. Arm damage: Max is incapacitated, otherwise limb blown off. -1D to effective damage. No function in arm at wounded or above, double penalties for use of that arm. Leg damage: Max is mortally wounded, otherwise limb is blown off. Move is reduced to 2 if lightly wounded, reduced to crawling if more. Head: +1D to effective damage.

Healing

Use Constitution to heal as per WEG charts.

Medical Assistance

First Aid only: Can stabilize any bleeding from Incapacitated or lower wounds with appropriate equipment on Moderate check. With full first aid kit can partially stabilize a Mortally Wounded character on a Very Difficult check. Mortally Wounded characters stabilized in this way roll every ten minutes. Each +5 to the difficulty accepted by the roller will double (20, 40, 80 min) the time per roll. Later attempts may be made once stabilized, but if the roll is less than Very Difficult, will drop one timeframe (every round, every minute, every 10 minutes, every 20 minutes...). If the roll fails the target but is still over Very Difficult, patient makes a roll immediately and the next timeframe begins. Each attempt expends a first aid kit.

Blood donors can "push back" the number by 2 for each pint donated (if appropriate blood type). Donors of one pint are -1D stamina for a day and -1 for 2 days afterwards. Two pints take 1D damage, are -2D for a day, -1D for two days and -1 for an additional 2 days. Three pints are 2D, -3D for two days, -2D for two days, -1D for two days, and -1 for an additional 3 days. (anyone with more significant blood donation (or loss) experience than I could help here) This is for a human-sized character.

First Aid users can increase the natural healing checks by +1 by making a check equal to the level of the injury (V. Easy for stun, V. Difficult for Mortally Wounded, but stabilized) and expending a first aid kit.

Medicine: With field kit can stabilize bleeding from Incapacitated or lower wounds with appropriate equipment on Easy check. With full field kit can partially stabilize a Mortally Wounded character on a Moderate check. Mortally Wounded characters stabilized in this way roll every hour. Each +5 to the difficulty accepted by the roller will double (2, 4, 8 hours) the time per roll. Later attempts may be made once stabilized, but if the roll is less than Very Difficult, will drop one timeframe (every round, every minute, every 10 minutes, every 30 minutes, every hour...). If the roll fails the target but is still over Moderate, patient makes a roll immediately and the next timeframe begins. Each attempt is a use of the kit.

With field kit, a use can give +2 to natural healing checks by making a check equal to the level of the injury-1 (V. Easy for lightly wounded, Difficult for Mortally Wounded, but stabilized). Alternately, a use can give the patient an extra natural healing check for the timeperiod at the same difficulty. Only one choice may be made for a timeperiod.

With a hospital, as the field kit but another difficulty level lower. Stabilization time increased to 2 hours base. Can make up to 3 checks per day for accelerated healing.

For specialized equipment, see the description.

Bacta

Bacta doesn't exist in the time of TotJ?: Misfits. However, it allows healing as per the WEG tables for Bacta, and will stabilize any character placed within it within 1D rounds.