Difference between revisions of "Environmental Scenes"

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Latest revision as of 15:47, 4 September 2014

Overview

This catch-all chapter is devoted to all of the scenes that can happen outside of the purview of the other major categories ([[Dramatic Scenes] or Social Scenes). Essentially anything that isn't tense enough to warrant the timekeeping of a Dramatic Scene nor is socially engaging enough to warrant the action to action tallying of a Social Scene should be enumerated herein.

Healing Wounds

This section covers the mechanics behind recovering Wounds. In the end all wounds are healed with time and healing dramatic wounds requires patience, luck, and a vat full of Serum never hurt. Each section below details the mechanics of a specific type of healing

First Aid

This is the action most commonly taken by experienced combatants as soon as the immediate threat has passed. First aid covers everything from cleaning the wound to setting basic breaks and while it won't immediately heal a lot of damage the longer-term effect on natural healing (essentially through infection prevention) can be dramatic.

Mechanics

  • The roll is Focus(Survival)
  • A Medkit adds its rating to any First Aid actions. A medical facility counts as 2x rating medkit. If no medkit is present the base penalty to the roll is -2.
  • A -1 penalty is applied to the roll for every full 30 minutes since the injury occurred (-1 at 30 minutes, -2 at 60, etc...).
  • The First Aid action takes ~5-10 minutes to properly complete and therefore is of little use on the battlefield.
  • First aid is ineffective on patients with Mortal Wounds (use Stabilize Mortal Wounds).
  • Only one roll is allowed per new wound.
  • The subject of the First Aid immediately heals Normal Wounds equal to (Successes/2)-1. A negative result does in fact damage them.
  • The subject of the First Aid should track a bonus/penalty on their next Heal Wounds roll equal to Successes-1.
  • Any previous First aid bonuses are erased whenever a subject takes even a single Normal Wound (Stun damage doesn't count).

Stabilize

This action is taken to attempt to preserve a dying subject's life. It is a dramatic affair usually involving tourniquets, morphine, or even more dramatic measures with the sole goal of buying the target more time to get real treatment.

  • The roll is Awareness(Survival). It is an extended roll.
  • A Medkit adds its rating to any Stabilize actions. A medical facility counts as 2x rating medkit. If no medkit is present the base penalty to the roll is -2.
  • The roll suffers an additional penalty equal to half the total boxes of Mortal damage taken.
  • Each roll takes 20 ticks (during which the target will continue to bleed out).
  • Net successes on a Stabilize roll is equal to Successes -2.
  • To succeed (and thus stop all bleeding), a total number of net successes equal to current boxes of Mortal Wounds must be achieved.
  • If the total ever goes negative the subject immediately suffers that much damage (possibly dying).
  • Stabilize has no effect on a subject not suffering from mortal wounds

Apply Serum

Serum is the most powerful battlefield stabilization technology available in Fading suns. It typically comes in a hypo-spray form factor that can be applied topically to wounds. It removes much of the skill from keeping a patient alive but has it's own limitations.

  • There is no roll required to apply Serum through a hypo, however it is a 10 tick action (if time matters).
  • Serum immediately heals 3 wounds.
  • If the subject has less than 3 Mortal Wounds remaining after the heal, they are considered stabilized.
  • Serum counts as a 4 success First Aid roll (+3 next healing roll)

Caretaking

When a subject is seriously wounded first aid is not enough to ensure long-term healing success. Caretaking covers everything from cleaning wounds to swapping bandages to monitoring progress.

  • The roll is Focus(Survival).
  • A Medkit adds its rating to the action. A medical facility counts as 2x rating medkit. If no medkit is present the base penalty to the roll is -2.
  • The Caretaking action takes 10 minutes per column of Normal Wounds (10-80) and an additional 10 minutes for every box of Mortal Wounds.
  • Only one Caretaking action can be performed per Healing roll.
  • The subject of the Caretaking should track a bonus/penalty on their next Heal Wounds roll equal to Successes-1.

Corrective Surgery

Surgery is necessary to either correct Mortal Wounds or to speed up the healing process for Normal Wounds. In either case surgery is not for the faint of heart and requires a sterile facility to be performed properly.

  • The roll is Focus(Medical). It is an extended roll.
  • A Medical facility adds its rating to the roll. If no facility is available, half (round down) of a medkit's rating can be added. If neither is available the roll is at -2.
  • Correcting Mortal Wounds suffers an additional penalty of -1 for every 3 boxes (round up, so 1 at 1, 2 at 3, 3 at 6, etc ...)
  • Any First Aid or Caretaking bonus can be added to the surgery roll (this uses up the bonus).
  • The base time per roll is 5 minutes per column of Normal Wounds (5-40), plus 5 minutes per box of Mortal Wounds.
  • Base time can be reduced for penalties (.9x: -1, .75x: -2, .66x: -3, .5x: -4)
  • Net successes per roll are equal to Successes -1.
  • For surgery to be successful it requires total successes equal to columns of damage + boxes of mortal wounds.
  • If the total ever goes negative the subject immediately suffers the negative total in Wounds (and possibly starts to bleed out or die).
  • A successful Surgery roll will remove all Mortal Wounds, or Halve Normal Wounds.
  • Only one surgery can be performed per set of wounds.

Natural Healing

This is the body's old-fashioned natural healing mechanism at work. Various external factors can modify this roll but this is the most basic way to recover from Wounds.

  • The roll is Prowess(Resilience)
  • The roll is made automatically every 24 hours, usually when waking up in the morning or whenever makes most sense.
  • The subject heals Successes -1 boxes (potentially taking damage/dying).
  • The roll is subject to bonuses/penalties from the environmental chart below.
Environmental Factor Bonus/Penalty Comment
No First Aid -2 Infection is a motherfucker
Activity, None (Bed rest) +4
Activity, Light (Staying home, Riding a wagon all day) +2
Activity, Moderate (Short foot travel, Riding a horse all day, Light exercise) -
Activity, Strenuous (All day foot travel, Normal Combat, Heavy exercise, Little sleep) -2
Activity, Exhaustive (Running all day, Siege Combat, No sleep) -4 You're gonna die.
Conditions, Medical Facility + Rating x2
Conditions, Sterile (Stasis unit, Lab) +4
Conditions, Good (Sterilized sheets/clothes/bandages, High quality food) +2
Conditions, Average (Water, Beds, relatively clean bandages/clothes, food) -
Conditions, Poor (Dirty conditions, no clean water, little food, on the road) -2
Conditions, Hostile (Swamp, plagueland, lava, guppies) -4 GUPPIES!!! NOOOOOOOOoosoafdofdjasdfj