Wanderer IIIc

Medical Rules

Damage Levels (just for repetition)

  • Scratched
  • Bruised
  • Wounded (you need help within an hour)
  • Invalid (wihout help, you survive for 15 min)
  • Split and Busted (in 5 minutes, it's too late)

The victim is always stabilized, using First Aid or Chirurgy Skill.

Health Demanded Skill Level
Scratched 1
Bruised 2
Wounded 4
Invalid 5
Split and Busted 9

To heal the person for real, we need the Chirurgy Skill

Health Level Required for Treatment
Scratched 1
Bruised 2
Wounded 4
Invalid 5
Split and Busted 9

Without proper medical help, teh character will take over 48 hours to recover. The levels above apply with minimum equipment. The following equipment alter the required levels:

Proper operating room -3 levels
Cryo-tank -3 levels to stabilizing
Equipment above average -1 to first aid / chirurgy

Below, the normal healing times with proper equipment and professional care:

Health Healing Time
Scratched 10 min
Bruised 1 h
Wounded 3 hrs
Invalid 4 hrs
Split and Busted 6 hrs

Your Bodytype will influence as follows:

  • Weak +50%
  • Lousy +25%
  • Average +0%
  • Strong -25%
  • Excellent -50%
  • Exceptional -70%

Other things with influence:

  • A Very Competent (Chirurgy 7+) -30%
  • First Class Equipment -20%
  • Different kinds of drugs and medicines (see the rules below)

INDEPENDENT FROM CIRCUMSTANCES AND WAYS the healing process will always take at least 1/3 of the normal time. That is, a person with an excellent body type will take an hour to stand up after he's been Split, even though they ran over him three times with a monster truck and then threw him down the stairs. An equivalent time to the Weak BT would be 3 hrs.

A Wounded or a person in a worse shape can get up from his bed and walk a bit, after half of his/her healing time has passed. The person will feel hime/herself weak and powerless. If he takes a hit, he will turn back to the state he/she was in when brought to the care.

ABOUT "BORROWING" CYBERNETIC PARTS

The Re-employment of stolen Cybernetics demands some arrangements, precautions. Usually the Cybernetics are manufactured with a certain standard. Only the cyberparts of the same standard work together directly. Cyberparts from different manufacturers can be made compatible, if you have enough competence and tools, for example, the Trauma Troop's quarters should prove efficient.

If this is about replacing a broken limb with a new one, sawn out from somewhere, the operation takes about (6hrs/Skill Level). If the abducted limb is transplanted to someone, who hasn't had the above mantioned cyberlimb before, the operation should take an hour and recovering from it (without special medication) about 20 hrs.

The Installation of internal cybernetics varies greatly (consult the GMs).

It's a special case, if the riping and the installation both have the Snap Release -option. Then the installation should take about 20 seconds and the Skill Level needed would be 2.


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