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Injuries

Chest DR: ___ ⑧ Abdomen DR: ___ ⑧ Move: ___ /___ ② Dodge: ___ /___ ②

HP: ___ HT: ___ Major Wound ①: ___

…………………………………………………….. Less than ⅓ HP ②

…………………………………………… 0 HP ②③

…………………………………………… -1xHP ②③④

…………………………………………… -2xHP ②③④

…………………………………………… -3xHP ②③④

…………………………………………… -4xHP ②③④

…………………………………………… -5x HP You’re Dead!

Bleeding ⑤

-1 -2 -3 -4 -5 -6 -7

-8 -9 -10 -11 -12 -13 -14

Crippling Injury ⑥ Dismemberment ⑦ DR


Left Arm ___
Right Arm ___
Left Leg ___
Right Leg ___
Left Hand ___
Right Hand ___
Left Foot ___
Right Foot ___
Left Ear ___
Left Ear ___
Left Eye ___
Right Eye ___

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① Major Wound: A “major wound” is any On a critical failure, you bleed for 3 HP. On a
single injury of greater than 1/2 your HP. critical success, the bleeding stops completely.
A lesser injury that cripples a body part also On an ordinary success, you do not bleed this
counts as a major wound. You must make an minute, but must continue to roll every minute.
immediate HT roll to avoid knockdown and If you do not bleed for three consecutive
stunning. minutes, the bleeding stops for good. Add the
following penalties for multiple injuries and
• Modifiers: -5 for a major wound to the use the highest applicable rate of blood
face or vitals (or to the groin, on a loss. These are cumulative with the
humanoid male); -10 for a major wound to usual -1 per 5 HP of injury.
the skull or eye; +3 for High Pain
Threshold; -4 for Low Pain Threshold; ⑥ Crippling Injury: Sufficient
On a success, you suffer no penalty injury to a limb, extremity, or eye
beyond ordinary shock. On a failure, may cripple it. A blow to a limb
you’re stunned. On a failure by 5 or or extremity can never cause
more, or any critical failure, you fall more injury than the minimum
unconscious!① You are reeling required to cripple that body
from your wounds. Halve your part. Excess injury is lost.
Move and Dodge (round up). Ignore further injury,
except for the purpose of
② You are reeling from your determining
wounds. Halve your Move and dismemberment; repeated
Dodge (round up). blows to a limb or
extremity cannot kill you.
③ You are in immediate No such limit applies to the
danger of collapse. In eyes! Any crippling injury is
addition to the above also a major wound.
effects, make a HT roll at
the start of your next turn, at -1 per ⑦ Dismemberment: A cutting
full multiple of HP below zero. attack or explosion severs a limb
Failure means you fall unconscious. or extremity; otherwise, it’s
Success means you can act normally irrevocably crushed, burned or
but must roll again every turn to otherwise destroyed. Losing a
continue functioning. Exception: If body part causes profuse
you choose Do Nothing on your turn, bleeding. Bleeding rolls are at
and do not attempt any defense rolls, an extra -1 to HT for a
you can remain conscious without superficial loss (ear, nose, etc.),
rolling. -2 for an extremity, or -3 for a
limb. Add another -1 for an
④ Make an immediate HT roll extremity or limb actually
or die. (If you fail by only 1 or 2, you’re dying, severed by cutting damage.
but not dead). If you succeed, you can still talk,
fight, etc. • Limb: Make bleeding rolls every 30 seconds
– not once per minute – regardless of how it
⑤ Bleeding: At the end of every minute after was lost. In all cases, once HP lost to bleeding
being wounded, make a HT roll, at -1 per 5 HP equal the injury needed to cripple the body
lost. On a failure, you bleed for a loss of 1 HP. part, revert to using the normal bleeding rules.

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• Neck: Cutting, impaling, and piercing attacks • Temporary Crippling: Until you are back at
to the neck can cause severe blood loss even if full HP, you suffer the disadvantages described
they don’t hit veins or arteries. Make bleeding under Effects of Crippling Injury. Once you
rolls every 30 seconds, at -2. are fully healed, these effects disappear.

• Skull or Eye: Bleeding due to a cutting, • Lasting Crippling: You suffered a broken
impaling, piercing, or tight-beam burning bone, badly torn (or burned) muscle, or other
attack to the skull – directly or via an eye – lingering damage. Roll 1d. This is the number
reduces blood flow to the brain. The amount of months it will take for the injury to heal fully.
of blood might not be especially large but any (If the injury is treated by a physician, subtract
blood loss is severe; lasting harm occurs in only 3 from the roll at medical TL7+, 2 at TL6, or 1
a short time. Make bleeding rolls every 30 at TL5 – but the period of healing is never less
seconds. than one month.)
• Permanent Crippling: You lose the use of
• Veins and Arteries: Bleeding rolls are at -3 – that body part. It is either nonfunctional or
or at -4 if the injury was due to a cutting attack. gone. Either way, you acquire a new
Make bleeding rolls every 30 seconds. This disadvantage (One Hand, Lame, etc., as
assumes a severe but not automatically lethal appropriate). You get no extra character points
cut. for this! It simply lowers your point value. In
some settings, even this degree of injury is
• Vitals: Internal bleeding from injuries to vital curable.
organs is usually fatal without surgery. Make
bleeding rolls every 30 seconds, and roll at -4.
Effect of Crippling Injuries: Below are some
additional effects specific to particular body
⑧ Blunt Trauma: Flexible armor such as a parts. These last until the fight is over, and
leather jacket, mail hauberk, or a modern possibly longer. Duration is permanent in case
ballistic vest is much lighter than rigid armor, of Dismemberment.
but it doesn’t absorb the full force of the blows
it stops. • Hand: You drop anything you were carrying
in that hand. If you were using two or more
For every full 10 points of cutting, impaling, hands to hold an object, roll vs. DX to avoid
or piercing damage or 5 points of crushing dropping it. You cannot hold anything (e.g., a
damage stopped by your DR, you suffer 1 HP weapon) in that hand. You can wear a shield on
of injury due to blunt trauma. This is actual that arm and use it to block, but you cannot
injury, not basic damage. There is no wounding attack with it. Until healed, you have the One
multiplier. Hand disadvantage (B147).

• Arm: As for a crippled hand but while


RULES someone with a crippled hand could at least
carry something in the crook of the arm, you
Duration of Crippling Injuries: If you suffer cannot use a crippled arm to carry anything!
a crippling injury, make a HT roll to see how You do not drop a shield on that arm (unless
serious it is. For battlefield injuries, roll at the the arm is severed), but you cannot use it to
end of combat. Success means the crippling is block – and since it’s just hanging in front of
temporary, failure means it’s lasting, and critical you, reduce its usual Defense Bonus by one.
failure means it’s permanent. Until healed, you have the One Arm
disadvantage (B147).

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• Foot: You fall down! You cannot stand or the end of that turn and so on, until you
walk without a crutch or something to lean on. recover from stun.
You can still fight if you brace yourself against
a wall. If you have nothing to lean on, you may • Mental Stun: If you are surprised, you might
assume a kneeling or sitting posture. Until be mentally stunned; see Surprise Attacks and
healed, you have the Lame (Crippled Legs) Initiative (B393). This sort of stunning works
disadvantage (B141). as described above, but you must make an IQ
roll, not a HT roll, to snap out of it. You’re not
• Leg: You fall down! You can still fight if you hurt – you’re confused!
assume a sitting or lying posture. Until healed,
you have the Lame (Missing Legs)
disadvantage (B141). Unconsciousness: Failure by 5 or more on a
knockdown roll, a failed HT roll to stay
• Eye: You are blind in that eye. Until healed, conscious at 0 HP or less, and many other
you have the One Eye (B147) disadvantage – things can leave you unconscious. You could
or Blindness (B124), if you lose all your eyes – be unconscious or just totally incapacitated by
unless you have some substitute for eyes. pain and injury – but either way, you can’t do
anything. You recover as follows:

Shock: Whenever you suffer injury, reduce • If you have 1 or more HP remaining, you
your DX and IQ by the number of HP you lost awaken automatically in 15 minutes.• At 0 HP
– to a maximum penalty of -4, regardless of or worse, but above -1xHP, make a HT roll
your injuries – on your next turn only. Shock to awaken every hour. Once you succeed, you
affects DX- and IQ-based skills, but not active can act normally. You do not have to roll
defenses or other defensive reactions. against HT every second to remain conscious
unless you receive new injury. But since you are
• High HP and Shock: If you have 20 or below 1/3 your HP, you are at half Move and
more Hit Points, your shock penalty is -1 per Dodge.
HP/10 of injury (drop all fractions). Thus, if
you have 20-29 HP, it’s -1 per 2 HP lost; if you • At -1xHP or below, you are in bad shape.
have 30-39 HP, it’s -1 per 3 HP lost, and so You get a single HT roll to awaken after 12
forth. The maximum penalty is still -4. hours. If you succeed, you regain
consciousness and can act as described above.
But if you fail, you won’t regain consciousness
Stunning: You fall prone and if you were without medical treatment – use the rules given
holding anything, you drop it. A failed under Stabilizing a Mortal Wound (p. 424).
knockdown roll can cause “stun,” as can Until you receive help, you must roll vs. HT
certain critical hit results and some afflictions. every 12 hours; if you fail, you die.
If you are stunned, you must Do Nothing on
your next turn. You may perform any active Dying: If you fail a HT roll to avoid death by
defense while stunned, but your defense rolls 1 or 2, you don’t drop dead, but suffer a
are at -4 and you cannot retreat. At the end of “mortal wound” and you are dying. This is a
your turn, you may roll against HT. On a wound so severe that your internal injuries
success, you recover from stun and can act might kill you even after you stop bleeding. If
normally on subsequent turns. On a failure, you are mortally wounded, you are instantly
you remain stunned; your next maneuver must incapacitated. You may or may not be
also be Do Nothing, but you get another roll at conscious. If you suffer further injury and must

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make another HT roll to avoid death, any This restores 1 HP. Someone who is wounded
failure kills you. and receives a successful First Aid roll within
one minute of his injury loses no HP to
While mortally wounded, you must make a HT bleeding. A later roll will prevent further HP
roll every half-hour to avoid death. On any loss.
failure, you die. On a success, you linger for
another half-hour – then roll again. On a • Bandaging Severe Wounds: A minute’s
critical success, you pull through miraculously: work with bandages won’t stop really severe
you are no longer mortally wounded (but you bleeding. Apply the total penalty to bleeding
are still incapacitated). If you’re alive but rolls – for both the size and location of the
mortally wounded, surgery may be able to wounds – to First Aid rolls made to halt
stabilize your condition – see Stabilizing a bleeding. But to staunch bleeding from the
Mortal Wound (B424). skull, eye, neck, vitals, or veins and arteries,
make a Surgery roll at the same penalties; First
At TL6+, “trauma maintenance” can keep you Aid won’t suffice.
alive while waiting for surgery. This involves
CPR, oxygen, transfusions, etc. Instead of • Treating Shock: After bandaging, the aid-
rolling vs. HT every half-hour, roll against the giver may take extra time to apply a more
higher of your HT or your caregiver’s Physician elaborate dressing and treat the victim for
skill every hour – or every day, if you are on a shock. He must keep the victim warm,
heart-lung machine or similar life support. You comfortable, calm, and still. After the time
do not need to roll at all if you’re put into indicated on the First Aid Table, he may roll
magical or ultra-tech suspended animation! If against First Aid skill. On a success, the medic
you recover from a mortal wound, make a HT rolls as indicated on the table to see how many
roll. On a failure, you lose a point of HT HP the victim recovers – minimum 1 HP. A
permanently. On a critical failure, the GM may critical success restores the maximum possible
apply the Wounded disadvantage (B162) or HP! This roll includes the 1 HP for bandaging;
some other effect (e.g., reduced appearance thus, a roll of 1 HP restores no further HP. On
due to scarring). a critical failure, the victim loses 2 HP instead
of recovering any HP at all!

RECOVERY
First Aid Table
Natural Recovery: Rest lets you recover lost
Tech Level Time per Victim HP
HP, unless the damage is of a type that
0-1 30 minutes 1d-4
specifically does not heal naturally. At the end
2-3 30 minutes 1d-3
of each day of rest and decent food, make a HT
4 30 minutes 1d-2
roll. On a success, you recover 1 HP. The GM
5 20 minutes 1d-2
may give a penalty if conditions are bad, or a
6-7 20 minutes 1d-1
bonus if conditions are very good.
8 10 minutes 1d
9+ 10 minutes 1d+1
First Aid: The three main uses for First Aid
skill are bandaging and treating shock.
• Stabilizing a Mortal Wound: Each attempt
takes one hour. The roll is at -2 if the patient is
• Bandaging Wounds: It takes one minute to
at -3xHP or worse, or -4 if he’s at -4xHP or
apply pressure or a tourniquet to stop bleeding.
worse. On a failure, repeated attempts are

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allowed, at a cumulative -2 per attempt. If the the injury’s remaining recovery time in weeks
victim dies on the table, resuscitation may be rather than months. But on a critical failure, the
possible; see Resuscitation (B425). injury becomes permanent!

• Repairing Permanent Crippling Injuries:


SURGERY Radical surgery or event magic can fix certain
permanent crippling injuries at TL7+; exact
Surgery can physically repair damage to the details are up to the GM. This often requires
body, but it’s risky at low TLs – especially prior prosthetic or transplant parts, which might be
to the invention of anesthesia (mid-TL5) and costly or hard to find. At TL7-8, the procedure
blood typing (TL6). See Surgery skill (B223) for might only restore partial functionality. This
general modifiers and for the effects of a failed kind of operation is also tricky: -3 or worse to
skill roll. Some additional rules: skill. On a failure, the patient needs 1d months
to recover before another attempt is possible.
• Equipment: Basic equipment gives -6 at
TL1, -5 at TL2-3, -4 at TL4, -2 at TL5, and
+(TL-6) at TL6+. Equipment quality further MEDICAL CARE
modifies the roll; see Equipment Modifiers
(B345). The modifiers for TL5+ surgery Anyone under the care of a competent
assume that anesthetic is available. If it isn’t, physician (Physician skill 12+) gets +1 on all
apply a -2 penalty to skill. This is instead of the rolls for natural recovery. The healer may also
usual -1 for a missing item. make a Physician roll to cure the patient.
• Bandaging Severe Wounds: See Above. Only one physician may roll per patient, but a
single physician can care for up to 200 patients.
• Infection: Before TL5 (and, at the GM’s The exact number of patients a physician can
option, even during much of TL5), antiseptic attend to and the frequency with which he may
practice is poor. Check for infection (see roll to cure them depend on the TL of his
Infection, B444) after any surgery. Physician skill; see the Medical Help Table. On
a success, the patient recovers 1 HP; on a
• Stabilizing a Mortal Wound: Each attempt critical success, he recovers 2 HP. This is in
takes one hour. The roll is at -2 if the patient is addition to natural healing. However, a critical
at -3xHP or worse, or -4 if he’s at -4xHP or failure costs the patient 1 HP!
worse. On a failure, repeated attempts are
allowed, at a cumulative -2 per attempt. If the High-tech physicians depend heavily on
victim dies on the table, resuscitation may be equipment but still receive good basic training;
possible; see Resuscitation (B425). therefore, a TL6+ physician performs as
though he were TL6 if he has to make do
• Repairing Lasting Crippling Injuries: It is without the gadgetry to which he is
possible to fix a lasting crippling injury through accustomed, as long as the surroundings are
surgery or rather than leaving it to heal on its clean. See Medical Help Table below.
own. This takes 2 hours. On a success, measure

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Medical Help Table

TL Frequency of Rolls Patients per Doctor


0 - No physicians!
1-3 Weekly 10
4 Every 3 days 10
5 Every 2 days 15
6 Daily 20
7 Daily 25
8 Daily 50
9 2 x daily 50
10 3 x daily 50
11 4 x daily 100
12+ 5 x daily 200

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