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.
State | Stun D# | Penalty | 1st Aid |
Flesh Wound | 15 | -1 | 10 |
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.
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