Natural Healing

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This system describes how natural healing occurs, mechanically, including the rules for medical treatment of various kinds.

[edit] Base Mechanic

  • Test: Extended Stamina test. (There is no limit to the number of rolls that can be made, regardless of pool size.)
    • Natural healing heals bashing damage first, then lethal, then aggravated (healing right to left, the opposite order of damage taken). A healing roll to heal one type of damage cannot be made if the patient has any points of the next-worse types of damage.
  • Modifiers: Bed Rest Only (+1), Light Activity (+0), Regular Activity (-1), Strenuous Activity (-2), Violent Activity (-3)
  • Interval:
    • Bashing: Fifteen minutes per roll, doubling with each roll, maximum of four hours per roll.
    • Lethal: One day per roll, doubling with each roll, maximum of eight days per roll.
    • Aggravated: One week per roll, doubling with each roll, maximum of sixteen weeks per roll.
  • Results:
    • Exceptional Success: You make a stunning recovery, healing one point of the appropriate type of damage per success, but also gaining the Glowing Health Condition.
    • Success: Healing proceeds apace, healing one point of the appropriate type of damage per success.
    • Failure: Some kind of setback occurs that slows down healing.
    • Dramatic Failure: Not only does no healing occur, but the character is afflicted with the Health Crisis Condition.

[edit] Medical Treatment

Receiving medical treatment can aid in recovering from wounds. The three main uses of Medicine are:

  • First Aid, used to treat non-life threatening injuries, or to prevent death in the case of potentially lethal wounds;
  • Emergency Medical Care, such as that found in Emergency and Trauma Rooms, used to alleviate the damage inflicted in serious injuries; and
  • Extended Medical Care, used to help a patient recover from injury more quickly.

Suggested Equipment: First Aid Kit (+1), EMT or Military Field Kit (+2), Medical Facility (+3); Possible Penalties: Insufficient tools (-1), Self-treatment (-2), No tools (-2), bad weather (-2), distraction (noise: -1; jostling: -2, immanent danger: -4)

[edit] First Aid (Injured)

This is first aid used on someone who has been injured in some way, but is not dying. Dice Pool: Dexterity + Medicine; Action: Instant (one minute per total damage suffered)

  • Exceptional Success: Two lethal damage is converted to two bashing damage. The patient also gains the Glowing Health Condition.
  • Success: One lethal damage is converted a bashing damage. If there are no lethal damage, one bashing damage is healed outright.
  • Failure: Basic injuries are tended to as best as possible, without mechanical benefit.
  • Dramatic Failure: Something goes terribly wrong. The patient begins Dying.

[edit] First Aid (Dying)

Dice Pool: Dexterity + Medicine; Action: Extended (Difficulty of Health damage taken); Interval: One minute; Note: Dying patients will continue to change one lethal wound to an aggravated wound per minute.

  • Exceptional Success: Not only do you add all your successes to the accumulated total, but you prevent the change of one lethal wound to an aggravated one for this minute.
  • Success: Successes are added to the accumulated total. One lethal damage is still upgraded to an aggravated damage.
  • Failure: Medic must choose to either end the test outright, ceasing her efforts, or take the Frustrated Condition to continue.
  • Dramatic Failure: The patient dies.

[edit] First Aid (Poisoning)

Dice Pool: Dexterity + Medicine; Action: Extended (Difficulty of Health damage taken); Interval: One minute; Note: Poisoned patients continue to suffer from the Poisoned Tilt while treatment is undergone.

  • Exceptional Success: Not only do you add all your successes to the accumulated total, but you prevent the need for a resistance roll against the Poisoned Tilt.
  • Success: Successes are added to the accumulated total. Effects of the Poisoned Tilt still apply.
  • Failure: Medic must choose to either end the test outright, ceasing her efforts, or take the Frustrated Condition to continue.
  • Dramatic Failure: The patient dies.

[edit] Emergency Medical Care

Dice Pool: Wits + Medicine (usually a dice pool 6 in most hospitals); Action: Instant; Interval: Thirty minutes.

  • Exceptional Success: In addition to using generated successes as below, choose one of the following: Reduce Interval to twenty minutes for rest of test; patient also gains the Glowing Health Condition; or regain a Willpower.
  • Success: For each two successes, change on aggravated damage to a lethal damage. If there are no aggravated damage, each success changes one lethal wound to a bashing.
  • Failure: An infection sets in. Take the Health Crisis Condition.
  • Dramatic Failure: Surgical table accident. Patient begins Dying, requiring immediate First Aid. Emergency Medical Care cannot be administered again.

[edit] Extended Medical Care

Dice Pool: Intelligence + Medicine; Action: Teamwork; successes on this roll add to the patient's Stamina (to a maximum of doubling the patient's dice pool) for his healing rolls.; Interval: The amount of time that the patient must be cared for on a daily basis is based on their worst wounds: aggravated requires round-the-clock treatment, lethal requires a number of hours a day equal to the patient's current wound total (including bashing damage) and bashing requires only an hour of treatment a day to benefit from these bonus dice.
Notes: In a hospital environment, most of these rolls are actually made by the nursing staff (dice pool 4), with doctors checking in on progress (dice pool 5-6, with rare specialists at 7-8).

  • Exceptional Success: In addition to adding dice to the Stamina check, the patient gains the Glowing Health Condition.
  • Success: Add successes to recovery roll.
  • Failure: No dice are added to recovery roll.
  • Dramatic Failure: Medical mishap. The lowest category of damage is upgraded by one step.

Suggested Equipment: Basic medical facility (+1), Typical medical facility (+2), Expensive and cutting edge medical facility (+3); Possible Penalties: Basic Home care (-1), No medical tools or kits (-1), Third world conditions (-2), Wilderness (-3)

[edit] Merit: Quick Healer (•• or ••••)

Prerequisites: Stamina •••
Effect: Your character recovers from wounds far more quickly than others. At 2 dots, you gain the 9-Agains benefit on natural healing rolls. At 4 dots, you gain 8-Agains on natural healing rolls.

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