Healing, Rest & Recovery - Revised

Discussions pertinent to the rules rewrite

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Healing, Rest & Recovery - Revised

Postby mindwanders » Sun Aug 03, 2014 6:15 pm

Rest & Recovery

Characters heal one Body and one Vitality hit every fifteen minutes without assistance as long as they are on zero or greater Body hits and are avoiding strenuous activity.

Characters on zero or less body hits do not heal without Field Medicae.

Bleeding

A character bleeds one hit per minute at -1 to -4. Once a character reaches -4 they become unconscious and vulnerable to the coup de grace call, however no other damage calls affect them in any way, it takes five minutes to bleed from -4 to -5 at which point the character is clinically dead and can only be returned to life via miracle of science or faith.

There are a number of ways in which heroic player characters may heal faster!

Field Medicae

Characters with any level of the Medicae skill may bandage a wounded character and stop any further bleeding with approximately one minutes appropriate role play. When used on a character on -4 Body hits, this restores the character to -3 hits.

Characters with the Medicae skill may speed healing of damage. They may attempt to heal one hit by performing thirty seconds of appropriate roleplaying and making a draw from their Medicae Deck, which will inform the player of the medicae as to the success of failure of their attempt, as well as the possibility of unintended consequences (see the Medicae skill page for a more detailed description).

Surgery near a battlefield where rounds are flying overhead runs a number of inherent risks and makes the task more complicated, any Medicae tests to heal a character within 10 paces of a fight suffer a -3 penalty to the Medicae skills of those people involved, down to a minimum skill of one. Solid walls of significant thickness, trenches, closed doors and other very significant cover negate this.

Multiple medics can heal the same target (up to three people healing one target) and take the best possible result out of any of their draws.

There is a limit to the amount of healing a field medicae can perform, any character may be healed up to zero wounds without difficulty. When healing wounds above zero, you are limited to healing no more than the highest medicae skill involved in the healing or the patients Fortitude whichever is greater.

For example:

You are healing a wounded guardsman, he is on -4 Body, you have a Medicae skill of 3 and he has Fortitude of 2. You may heal the guardsman to 3 Body hits.

You are healing a wounded Tech Priest, she has 3 Body hits remaining (with a maximum of eight) and a Fortitude of 4. You may heal the Tech Priest by 4 Body hits, up to 7 Body hits.

Galvanize

Characters with the Leadership skill may also inspire characters who have suffered lost Vitality in order to restore this vitality.

This inspiration may take the form of any form of reassurance, speech making or prayers to the God-Emperor (or other, darker powers) but must be phys-repped and is conducted on an individual one to one basis.

This process heals one Vitality hit per minute of roleplaying, up to a maximum of the inspiring characters Leadership or the wounded characters Fortitude, whichever is higher.

While it's easy to inspire near a fight, it's harder to convince people it'll be okay near a battlefield where rounds are flying overhead, any Galvanize actions to restore vitality to a character within 10 paces of a fight suffer a -3 penalty to the Leadership skill of the character involved, down to a minimum of one. Solid walls of significant thickness, trenches, closed doors and other very significant cover negate this.

For example:

A character with Leadership 4 and a target with Fortitude 3 can recover from 0 to 4 vitality after four minutes of encouragement.

Rest and relaxation!

Characters who take time out to rest and relax alongside appropriate medical supervision and the attention of inspiring characters with the leadership skill for approximately 30 minutes recover all of their lost body and vitality.

We leave the exact manner in which R & R healing is conducted up to the player characters, but this mechanism is intended to ensure appropriate pacing for our events, as well as to allow the player to get a bite to eat and a drink of water between encounters.

Removing Effects

Medicae can also be used to remove several in game effects.

Disable - Single successful draw.
Toxic - Single successful draw.
Dismember - Three successful draws, may only be attempted if you have located the limb.

Medicae test deck

Each draw from the Medicae Test Deck is made as specified by the Medicae system or by a storyteller. Each character is given a deck that shows the result for that card for each skill level, use the result for your modified skill level.

Each 22 Card deck is constructed to the following formula:

Code: Select all
 
Skill
 
Level Success Failure Failure Cards
 
1 6 4 (C2/C1/M1/N1)
 
2 8 4 (C2/M2/M1/N2)
 
3 10 4 (C2/M2/M1/N1)
 
4 12 3 (C1/M2/N2)
 
5 14 3 (M1/M2/N1)
 
6 16 2 (M1/N1)
 
7 18 2 (N2/N1)
 
8 20 2 (N2/N1)
 
Each deck contains the following cards:
 
Success
 
Success! You heal the target, they regain one body hit.
 
Failure
 
Failure! Your attempts to heal the target do not succeed, they do not regain any hits. You may try again.
 
Negligible 1
 
Stay with me here! The target begins to fade in and out of consciousness. If currently conscious, they loose consciousness for the next thirty seconds.
 
Negligible 2
 
We’ve got a bleeder here! The target starts to bleed copiously due to internal and external injuries. The target immediately begins to start bleeding out.
 
Moderate 1
 
The targets blood pressure starts to drop rapidly as they go into shock. Attempts to stop blood loss take one minute and you must draw twice on your next medicae test and take the worst result.
 
Moderate 2
 
Damn, that’s a lot worse than it looks! The targets wounds are really very serious and you inadvertently worsen the injuries. The target immediately looses one body hit, to a maximum of -4. If on -4, they begin to bleed.
 
Critical 1
 
Internal haemorrhaging! The target is suffering from severe internal bleeding, they start to bleed from their current number of hits. This bleed cannot be stopped until the target has been restored to zero wounds or above.
 
Critical 2
 
They’re going into cardiac arrest! The target suffers from an acute internal organ failure. They immediately drop to -4 and begin bleeding out. This bleeding cannot be stopped until they are raised off -4.



You can download a printable PDF of the deck here:

Printable version
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Re: Healing, Rest & Recovery - Revised

Postby Maakeff » Wed Aug 13, 2014 2:10 pm

Will the Tech Priest Talent Cybernetic Resurrection be changed, taking these new rules into account?
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Re: Healing, Rest & Recovery - Revised

Postby Maakeff » Fri Aug 15, 2014 10:04 am

Just noticed - the link to download the deck is broken, can this be fixed please? Thanks! :-)
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Re: Healing, Rest & Recovery - Revised

Postby NeillC » Wed Sep 24, 2014 5:54 pm

Apologies for the last minute bumping, but this is still broken - does anyone have a copy they can send to me?
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Re: Healing, Rest & Recovery - Revised

Postby Yoda » Thu Sep 25, 2014 12:35 am

I've revised it to a link to a copy of the deck I have. I do not have time to check the deck contents for correctness.

That is the newest copy I could find, but isn't necessarily the right copy.
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Re: Healing, Rest & Recovery - Revised

Postby mindwanders » Fri Nov 14, 2014 10:08 pm

I have added a section on removing effects using the medicae deck. Those were already scattered around the rules, I've just put them all in one place.
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