Home Random Page


CATEGORIES:

BiologyChemistryConstructionCultureEcologyEconomyElectronicsFinanceGeographyHistoryInformaticsLawMathematicsMechanicsMedicineOtherPedagogyPhilosophyPhysicsPolicyPsychologySociologySportTourism






Recovering from Injury

When recovering from injuries, even with magic, nothing is instantaneous. If a character is healed in combat by way of magic, either in spell or in item form, a healing item or spell’s effects will not be felt until the round immediately following the round in which the spell was cast. Even then, many of the more potent healing spells will not be able to work fully within the span of the few seconds that a combat round allows. Characters cannot heal more than 5 wounds per location per combat round; additional “overhealing” occurs the next round instead, at the beginning of the round.

Most magical healing items (with the notable exception of any and all healing talismans) are only effective if the wound is recent. For a healing potion to actually remove wounds, it must be administered within the so-called “golden hour,” immediately following when the wound was inflicted. Magical healing spells are similarly limited. Zebra potions are less limited in this respect, capable of being administered within six hours of the injury’s infliction.

If a limb is crippled, barring advanced medical technology or appropriate spells, it must be set to be able to heal properly.Setting a limb is a medicine roll MFD ¾. If initially healed incorrectly or the set occurs after the golden hour, this roll can become significantly more difficult (GM discretion advised). Also, make sure to remove the bullet from the wound before you heal it –leaving debris in wounds before applying magical healing can cause irreversible damage!

 

Natural healing occurs at a rate of one wound per location for every 8 hours spent resting, to a maximum of 3 wounds per location per day spent resting. If any of the areas healing are crippled, the rate of natural healing decreases to 1 wound per area per day until all areas are not crippled.

For a character to be resting requires that they’re not running, walking, being shot at, or generally doing anything other than maybe reading a book, eating, or sleeping. This doesn’t necessitate a bed, but does necessitate peaceful surroundings, minimal movement, and low stress. This rate can be increased by perks, or by being attended by a skilled medical pony. If attended to and under the care of a medic or doctor (a character with at least 75 ranks in medicine) while recovering, characters heal at twice their natural healing rate (maximum 6 wounds per location per day).

 

Ponies recovering from only non-lethal damage – such as damage dealt by a weapon with the Shock effect – recover at twice the normal rate if not crippled (6 removed per location if resting, 12 per location if attended); if crippled, they recover at the same rate as normal (3/6). Characters who have suffered normal (lethal) wounds in addition to those dealt by the non-lethal weapon, all of their wounds count as lethal damage for the purposes of natural recovery.

 

Autodocs

 

Autodocs and being attended to properly within the golden hour can also be used to remove wounds; the magnitude of wounds removed depends on the autodoc or attending doctor. Autodocs function as computer-assisted suspension and rejuvenation talismans with unlimited charges, and can restore any character wounded in the last 72 hours to peak condition; they will not restore wounds or remove injuries older than 72 hours, registering them as permanent additions to, or subtractions from, the character in their care. While they cannot regrow entire limbs, they can purge poisons and reattach limbs.



 


 

Characters forced to spend more than fifteen minutes inside an autodoc while conscious may develop claustrophobia as per the Phobia hindrance (INT roll MFD ¾ every 15 minutes while conscious). An autodoc requires 60 seconds of use per individual wound restored, and restoring a crippled location doubles the amount of time required. Example: Double Tap has 4 wounds to the torso and 3 to the leg. Both locations are crippled. It will take him 28 minutes in the Autodoc to recover all of these wounds (7 minutes times 2, times 2).


Date: 2015-12-11; view: 741


<== previous page | next page ==>
Armor – Clothes, Barding and Accessories 4 page | Addiction and Side Effects
doclecture.net - lectures - 2014-2024 year. Copyright infringement or personal data (0.008 sec.)