Damage and Healing
Stun damage
Stun damage effects
Battering, cuts, bruising, and exposure to the elements are represented by stun damage.
- If the stun damage exceeds half the character stun rating the player receives a +1 penalty to all actions due to pain and weariness.
- If the character runs out of stun points, he is knocked out.
- For each 2 points of stun damage a knocked out character sustain from a single attack, he suffer 1 point of secondary wound damage. (Secondary damage bypasses armor)
Stun damage recovery
- Stun damage automatically disappear at the end of the scene.
- Use of
Medical Science - Treatment
orKnowledge - First Aid
can remove stun damage during a scene and can also return consciousness to knocked-out characters. - The psionic power
Biokinesis - Rejuvenate
can also be use to recover stun damage.
Knocked-out characters
A knocked-out character who doesn’t receive medical attention remains unconscious for the remain of the round he
was rendered unconscious, and the next round. Thereafter, an unconscious character can make a Resolve - Physical Resolve
check every round to recover.
Characters can’t take any actions on the round they recover; all they do is wake up and take stock of their surroundings.
Wound damage
Wound damage effects
Punctures, burns, serious cuts, or slashes, fractures and widespread systemic injury are considered wound damage.
- Every 2 points of wound damage a character suffers also cause 1 point of secondary stun damage (Secondary damage bypasses armor)
- If the wound damage exceeds half the character wound rating the player is dazed, and receives a +1 penalty to all actions due to blood loss and extreme pain. This is cumulative with any other penalty due to damage.
- If the character runs out of wound points, he is knocked out.
- For each 2 points of wound damage a knocked out character sustain from a single attack, he suffer 1 point of mortal damage.
- At the end of a scene in which the character sustained wound damage, a fatigue roll is rolled. Regardless of if the damage was healed during the scene.
Wound damage recovery
- Wound damage can be healed naturally over days. Each week the character can roll a check.
Medical Science - Treatment
can be used to heal wound damage.- If the character is unconscious because all of having lost all his wound points, he can’t regain consciousness until at least 1 point of wound damage is healed.
- A character with the psionic power
Biokinesis - Heal
can heal mortal damage on himself, at rank 8 he can do the same on other characters - A character with the
Biokinesis - Transfer Damage
psionic power can absorb the wound damage of other character.
Mortal damage effects
Mortal damage represents severe injuries to vital parts of the body - a bullet in the chest, a knife in the kidneys, third-degree burns, and other nasty stuff.
- Every 2 points of mortal damage a character suffers also cause 1 point of secondary wound damage, and 1 point of secondary stun damage. (Secondary damage bypasses armor)
- Each point of mortal damage impose a +1 penalty to all actions (including
Stamina - Endurance checks
). This is cumulative with any other penalty due to damage. - If the character runs out of mortal points, he is dead.
- A character that has taken any amount of mortal damage is considered dying.
- At the end of a scene in which the character sustained mortal damage, a
Stamina - Endurance
check is made determine if the character condition worsen. - Following the end of the scene the character must make a new
Stamina - Endurance
check every one hour. - At the end of a scene in which the character sustained wound damage, a fatigue check is rolled. Regardless of if the damage was healed during the scene.
Mortal damage recovery
- Mortal damage does not heal naturally, it can only be healed by the use of a medical skill or some kind of power like psionics or alien technology.
- A successful use of
Medical Science - Treatment
orKnowledge - First Aid
can stabilize a dying character. Reducing the need of Mortal Damage checks to once per day instead of once per hour. Medical Science - Surgery
can be used to heal mortal damage.- A character with 6 ranks in the psionic power
Biokinesis - Heal
can heal mortal damage on himself, at rank 8 he can do the same on other characters - A character with the
Biokinesis - Transfer Damage
psionic power can absorb the mortal damage of other character.
Fatigue damage
Fatigue damage effects
- Each point of Fatigue damage adds a +1 cumulative penalty to all checks
- When a character exhausts his fatigue points he must make a
Resolve - Physical Resolve
check, on failure the character fall unconscious.
Fatigue damage recovery
- A character can make a
Resolve - Physical Resolve
check once per hour of rest to recover from fatigue. - The psionic power
Biokinesis - Rejuvenate
can also be use to recover fatigue damage.
Checks
Knock-out recovery check
Check Result | Condition change |
---|---|
Critical Fail | None |
Marginal | None |
Ordinary | Recover consciousness and 2 stun point |
Good | Recover consciousness and 4 stun point |
Amazing | Recover consciousness and 6 stun point |
Treat stun damage
Check Result | Condition change |
---|---|
Critical Fail | None |
Marginal | None |
Ordinary | Recover consciousness and 2 stun point |
Good | Recover consciousness and 3 stun point |
Amazing | Recover consciousness and 4 stun point |
Recovery check
Natural healing: The character can attempt a Resolve - Physical Resolve
check once per week to recover wounds.
Recovery check results
Check Result | Condition change |
---|---|
Critical Fail | Condition worsen (+1 wound) |
Marginal | Recover 1 wound point |
Ordinary | Recover 2 wound point |
Good | Recover 3 wound point |
Amazing | Recover 4 wound point |
Recovery check modifiers
Character activity | Check Modifier |
---|---|
Minimal activity | No modifier |
Hospitalized or complete rest | -2 bonus |
Normal activity | +2 penalty |
Fatigue check
Fatigue check results
Check Result | Condition change |
---|---|
Critical Fail | Condition worsen (+2 fatigue) |
Marginal | Condition worsen (+1 Fatigue) |
Ordinary or better | Condition remains the same |
Fatigue recovery check
Check Result | Fatigue points recovered |
---|---|
Critical Fail | None |
Marginal | None |
Ordinary | Recover 1 fatigue point |
Good | Recover 2 fatigue point |
Amazing | Recover 3 fatigue point |
Mortal damage check
Mortal damage check results
Check Result | Condition change |
---|---|
Critical Fail | Condition worsen (+2 mortals) |
Marginal | Condition worsen (+1 mortal) |
Ordinary or better | Condition remains the same |
Surgery
- Complex skill check
- Surgery can not be performed in combat
Facilities | Check Modifier |
---|---|
Critical conditions1 | +4 penalty |
Marginal conditions2 | No modifier |
Good conditions3 | -2 bonus |
Amazing conditions4 | -3 bonus |
- Poor lightning, primitive tools, no trained assistance
- No situation modifier, minimal requirements are met, but not enough to be reasonably successful.
- Normal sickbay, or ambulance
- State of art sickbay, hospital
Misc modifiers | Check Modifier |
---|---|
Trained staff | -1 bonus |
Medical gauntlet | Gauntlet bonus |
Surgery procedure
Remaining mortal points | Successes needed |
---|---|
4 or less | 2 successes per mortal |
more than 4 | 4 + 1 success per mortal |
mortals exceeds half the total | 2 extra successes |
First determine the number of successes needed for the operation and the conditional modifiers (see tables above), after that make the complex
Medical Science - Surgery
check until reaching the target successes, 3 consecutive fails or a critical failure worsen the
condition adding one point mortal damage and losing all the accumulated successes.
Each roll takes one hour, after the operation is completed the patient is healed of all mortal damage.
Treating wound damage
First determine the number of successes needed for the operation and the conditional modifiers (see tables above), after that make the complex
Medical Science - Surgery
check until reaching the target successes, 3 consecutive fails or a critical failure worsen the
condition adding one point mortal damage and losing all the accumulated successes.
Each roll takes one hour, after the operation is completed the patient is healed of all mortal damage.