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Rules : Trauma Team

These rules are based on the Trauma Team rules from Cyberpunk 2013.

Design Decisions

I decided on having separate wound levels in each body part. This reduces lethality somewhat, and allows for situations like having a limb blown off. For the sake of simplicity, a chacter can only take one wound of each type per body part.

Wound Levels

Each body part (head, torso, arms and legs) can have the following wound level:

Flesh - Serious - Critical - Mortal - Dead

Thus we need only keep track of wound state ("flesh wound in head"), not how many flesh wounds the character has suffered. This reduces bookkeeping and makes it much easier to create character sheets.

Taking damage

When a character is hit, compare penetrating damage with Body attribute on the damage table. The result is the wound level caused by the attack.

If the charcatre ha s more severe wound in the body part hit, his wound state is bumped up one level.

If damage does not penetrate, the character must still make a stun roll. Hard armor negates this.

Stun Saves

A character must sometimes make a stun save. Roll versus

Body Type + Resist Torture / Drugs

A pain editor gives a +10 to this roll, but is not cumulative with Resis Torture / Drugs skill.

A failed stun save means the character loeses one action. He must spend a foull action recovering from stun. he cannot perform any action when recovering from stun.

StateStun D#Penalty1st Aid
Flesh Wound15-110
Serious Wound 20 -2 15
Critical Wound 25 -4 20
Mortal Wound 30 -8 15
Dead - - -
WOUND PENALTIES

On a successful stun save, you only suffer half penalties for wounds
(-1 becomes no penalty). Even a Pain Editor cannot negate loss of
function from broken bones or blood loss completly.

If you are wounded again and fail the stun save, you suffer penalties for the
worst wound level only.


DYING

Make easy Body roll (15) every round to avoid snuffing it. No skill applies
to this roll. If you have a pain editor, you are still dying, but it doesn't
hurt. A failed roll means you snuff it.



EFFECTS OF WOUNDS

Flesh wounds: "It's just a flesh wound".

Contusions, cuts and tissue damage.
Tissue trauma is moderate, wounds (if the bleed) are messy but
not incapactitating.


Serious Wounds

Massive tissue trauma, bloodloss, internal organ damage. 
A serious wound left untreated for more than 20 minutes becomes a 
critical wound.



Critical wounds:

Head:	Automatic KO. 
Limb:	Limb is useless.	 
	Arms can not be used to hold weapons or attack.
	Legs hits halve your Move. You cannot run.
	Both legs at this level means you can crawl at quarter Move.

A critical wound left untreated for more than 2 minutes becomes a mortal
wound.

For serious wound, there is a  chance (1-2 or a d6) that limbs or head
is damaged further.


Mortal Wounds

Effects as above, but loss of blood means character is dying.

Limbs: 	Must be amputated/replaced. Possible loss of eye, brain damage.
Head:	Coma 1d6 days. Surgery required to regain lost functions (lost eye,
	brain damage (reduced int if untreated), etc.	


FIRST AID

Roll versus First Aid or MedTech skill to treat wounds. First Aid is
used to prevent wound from worsening.  MedTech can be used to halve wound
penalties and regain funcion of damaged body parts (half penalty).



HEALING

Instead of rolling to recover, characters  wound levels are recovered
over time. "Healing" a wound means wound level for body part is
reduced one level. Individual body parts heal simultaneously.

This system factores in body type, environment and other factors and 
gives a base time for recovering wounds:

Base time		5 days 	
Nano healing kit	-1	Bonus for each if several present.
Intensive care		-1	Hospital only
Med techie		-1	Attended by platoon medic, etc.
Weak body		+1	
Strong Body		-1
Superhuman		-2
Unsanitary 		+1	Combat zone
Very unsanitary		+2	Jungle
No rest			+1	Marching instead of still and resting.

This is the base time for healing a Wound (minimum of 1 day).

Flesh Wound		x1
Serious wound 		x2
Critical wound		x3
Mortal wound		x4

In an unsanitary environment, wounds may become infected (Luck roll).
Infected wounds will not begin to heal unless treated by a MedTechie, and
may become worse at the GM's discretion.

Examples:

Normal character recovers a flesh wound at home in 5 days (a nasty cut).

A cybersoldier (Superhuman body: -2) with Nano Kit (-1) attended by
a medic (-1) will recover a flesh wound in 1 day if resting.
Marching trough the jungle means 4 days base time
(no rest +1, very unsanitary +2).

Note: I think that the principle works, but base time and factors may
need to be tweaked. 


SOME CYBERWARE

Anti-Plague Nanotech: Negate (or reduce) the penalty for
unsanitary conditions. 


[update] [version]
Webmaster Urban Blom.