Difference between revisions of "Wounds and Healing"

From Star Crusade MUX
Jump to: navigation, search
(Healing)
Line 19: Line 19:
 
Natural healing is based off of a recovery roll (Strength + Vigor).  Each VP on the roll removes one wound of the appropriate level.  The time between recovery rolls is based on the seriousness of the injury.
 
Natural healing is based off of a recovery roll (Strength + Vigor).  Each VP on the roll removes one wound of the appropriate level.  The time between recovery rolls is based on the seriousness of the injury.
  
Flesh Wounds:
+
;Flesh Wounds:
Lethal: 1 day
+
* '''Lethal:''' 1 day
Stun: 1 minute
+
* '''Stun:'' 1 minute
 
 
Serious Wounds:
 
Lethal: 1 Week
 
Stun: 1 hour
 
  
 +
;Serious Wounds:
 +
* '''Lethal:''' 1 Week
 +
* '''Stun:''' 1 hour
  
 
Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.
 
Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.
  
 
Elixir is applied with a Wits+Remedy roll.  Each VP on the Wits+Remedy roll heals 1 Critical Wound, 1 Serious Wound, or all Flesh wounds.
 
Elixir is applied with a Wits+Remedy roll.  Each VP on the Wits+Remedy roll heals 1 Critical Wound, 1 Serious Wound, or all Flesh wounds.

Revision as of 22:19, 16 October 2012

Unlike in prior editions of Fading Suns, characters on Star Crusade do not have a Vitality track; instead, they take damage in wounds, either as Flesh Wounds, Serious Wounds, or Critical Wounds. The type of wound a blow does depends on how much damage a character takes compared to the character's Strength.

Flesh Wounds

If a character takes less damage than their Strength, they take a Flesh Wound - small cuts, bruises, and the like that do not greatly impede her ability to fight further. Many flesh wounds can ultimately hinder a fighter, however - combatants suffer a -1 to goal rolls for every three Flesh Wounds they have suffered as aching joints, blood in their eyes and general fatigue slow them down.

Thus, a duelist with Strength 5 who takes 4 points of damage receives a Flesh Wound: if it was his first, he suffers no ill effect, but if he has taken two previous flesh wounds he would be at a -1 to goals.

Serious Wounds

If a character takes damage equal to or greater than her Strength, she instead takes a Serious Wound - a deep cut, a fracture or a similar serious injury. Characters suffer a -2 for every Serious Wound they have suffered.

A character can take multiple serious wounds from a single source of damage if it is serious enough. A character receives an additional serious wound for every 3 points of damage she takes above her strength.

If the duelist in the above example had taken 5 points of damage, he would instead have suffered a Serious Wound, with a -2 to all future rolls. If he suffered a second Serious Wound, he would be at a -4.

Healing

Natural healing is based off of a recovery roll (Strength + Vigor). Each VP on the roll removes one wound of the appropriate level. The time between recovery rolls is based on the seriousness of the injury.

Flesh Wounds
  • Lethal: 1 day
  • 'Stun: 1 minute
Serious Wounds
  • Lethal: 1 Week
  • Stun: 1 hour

Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.

Elixir is applied with a Wits+Remedy roll. Each VP on the Wits+Remedy roll heals 1 Critical Wound, 1 Serious Wound, or all Flesh wounds.