Healing Wounds

Dice Pool: Dexterity or Intelligence + Medicine +equipment
Action: Extended (one success is required per Health point of damage suffered; each roll represents one minute of work (first aid) or one hour of work (long-term hospi-tal treatment))

Application of the healing arts can help restore apatient’s lost Health points. Treatment can occur in thefield through first aid or in a doctor’s clinic or ER. While medical treatment can stabilize a patient or alleviate his pain, it isn’t usually capable of miraculous cures or recov-eries. That requires time and rest on the patient’s part,and prolonged care.Dexterity + Medicine may be rolled in the field or ER, while Intelligence + Medicine may be rolled in a labor operating room, where science and technology does much of the work of healing injuries. Typically, Dexterity+ Medicine is rolled when a patient is dying while being cared for. Intelligence + Medicine is rolled once a patient has been stabilized and can undergo longterm care. Achieving sufficient successes (equal to the total, overall Health points lost by the patient) restores one Health point lost to bashing damage, in addition to any healing that the character already does under his own power. A patient may regain no more than one “extra” Health point by this means per day.

Alternatively, a patient who’s bleeding to death or in a coma is stabilized if one success is achieved on the roll. (The loss of Health points to aggravated damage each minute is stopped; see“Incapacitation,” p. 173.)

Round-the-clock, intensive care diminishes a patient’s injuries, downgrading the nature of wounds by one degree. Thus, a lethal wound can be downgraded to bashing, and an aggravated wound can be downgraded to lethal. Such treatment can occur only in a hospital or other intensive-care facility. An extended Intelligence + Medicine roll is made. The number of successes required is five for a lethal wound and 10 for an aggravated one. Each roll requires an hour.This kind of treatment always focuses on the worst of the patient’s injuries first. Thus, an aggravated wound is downgraded to lethal before a lethal wound is downgraded to bashing. No more than one wound can be downgraded per day of treatment.Note that this treatment does not eliminate wounds.It simply minimizes them. A patient must heal downgraded injuries completely by himself or receive other treatment to eliminate them.

Roll Results
Dramatic Failure
: Your character’s efforts make the patient’s condition worse instead of better. The subject is moved prematurely or incorrectly, or the wrong medication is administered. The patient loses one Health point to bashing damage and all your character’s accumulated successes are lost. He must start from scratch if he’s to help the patient. If the subject is bleeding to death, an extra wound turns from lethal to aggravated, in addition to that lost for the minute that’s wasted.
Failure: Your character makes no progress in alleviating the patient’s injuries. If the subject is bleeding to death, a wound turns from lethal to aggravated over the course of the wasted minute.
Success: Your character makes progress in alleviating the patient’s injuries.Until you acquire the total number of successes required to stop a patient from bleeding to death, one more of his wounds turns from lethal to aggravated per minute.
Exceptional Success: Your character makes significant progress toward alleviating the patient’s injuries.

Suggested Equipment: Set of surgeon’s tools (scal-pels, retractors, clamps) (1), field surgical kit (1), mili-tary surgical kit (2), access to surgical facilities (3)
Possible Penalties: Lack of tools (-1 to -4), badweather (-2), distraction from noise (-1) to imminent danger (-4)


Healing Wounds

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