Rules :
Trauma Team
These rules are based on the Trauma Team rules from Cyberpunk 2013 with some
additions.
Wound Levels
Each body part (head, torso, arms and legs) can have the following wound
level:
None - Flesh - Serious - Critical - Mortal - Dead
Taking damage
When a character is hit, compare penetrating damage with Body Type
on the damage table. The result is the wound level caused by the attack.
If the character has a more severe wound in the body part hit,
his wound state
is bumped up one level. Flesh wounds do not bump up the wound level.
If damage does not penetrate, the character still suffers a flesh wounds.
Hard armor negates this, but the character must still make a stun save.
Damage |
|
VW |
|
WK |
|
ST |
|
VS |
|
SH |
01-2 |
SW |
FW |
FW |
FW |
FW |
02-4 |
SW |
SW |
FW |
FW |
FW |
05-6 |
CW |
SW |
SW |
FW |
FW |
07-8 |
CW |
CW |
SW |
SW |
FW |
09-10 |
MW |
CW |
CW |
SW |
FW |
10-11 |
MW |
MW |
CW |
CW |
SW |
12-13 |
DD |
MW |
MW |
CW |
SW
|
14-15 |
DD |
DD |
MW |
MW |
CW |
16-17 |
DD |
DD |
DD |
MW |
CW |
18-19 |
DD |
DD |
DD |
DD |
MW |
20-21 |
DD |
DD |
DD |
DD |
MW |
|
22+ |
DD |
DD |
DD |
DD |
DD |
Stun Saves
A character must sometimes make a stun save. Roll versus
Body Type + Resist Torture / Drugs
A pain editor gives a +10 bonus to this roll, but
is not cumulative with Resis Torture / Drugs skill.
A failed stun save means the character loeses one action. She must spend a
full action recovering from stun. She cannot perform any action when recovering
from stun.
State |
|
Stun |
|
Penalty |
Flesh Wound |
15 |
-1 |
Serious Wound |
20 |
-2 |
Critical Wound |
25 |
-4 |
Mortal Wound |
30 |
-8 |
Dead |
|
|
Wound Penalties
When wounded, a character suffers a wound penalty for the worst wound level.
A character can attempt to "take the pain" as an action. A successful
Resist Torture/Drugs roll halves the wound penalty (-1 becomes no penalty).
This last until the next failed Stun roll.
An active Pain Editor automatically halves this penalty.
Effects of Wounds
Flesh wounds
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
A head wound means automatic knockout.
A critically wounded limb is useless.
Arms can not be used to hold weapons or attack.
Legs hits halve Move and character cannot run.
Both legs at this level means character can crawl at quarter Move.
There is a chance (1-2 or a d6) that limbs or head
is permanently damaged (as for mortal wound).
A critical wound left untreated for more than 2 minutes becomes a mortal
wound.
Mortal Wounds
Blood loss or critical organ damage means character is dying.
Limbs must be amputated or replaced. Head hits mean coma (1d6 days).
Surgery required to regain lost functions (lost of vision or
possibly brain damage, etc).
Dying:
Make Body roll (15) at the end of each 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.
If a charcater is mortally wounded, stabilizing the wound to prevent further
blood loss is top priority. This requires a MedTech or First Aid skill roll,
difficulty 20. A first aid kit gives a bonus of +2, a proper
medical kit gives a bomus of +3 but requires MedTech skill.
Once the First Aid roll succeeds the character is stabilizied and does not
have to make a death save.
Dead
The character dies instantly. Only head and torso wounds are instantly
fatal. Limb hits become mortal wounds instead.
First Aid
First Aid or MedTech can be used to treat wounds and restore some
function to damaged limbs. This requires a First Aid or MedTech roll
versus the Stun Save difficulty for the wound level of the damaged
body part.
On a successful roll, the wound is treated as one level lower. This
means that wound penalty is halved.
A critically wounded limb can regain function, unless it was
permanently damaged.
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. Multiply the base time by
factor for the severity of the wound.
Condition
|
|
Val
|
|
Note
|
Base time
|
5 |
For flesh wounds
|
Nano healing kit
|
-1 |
Bonus for each if several present.
|
Intensive care
|
-1 |
Hospital only
|
Med techie
|
-1 |
Attended by platoon medic, etc.
|
Unsanitary
|
+1 |
Combat zone
|
Very unsanitary
|
+2 |
Jungle
|
No rest
|
+1 |
Marching instead of still and resting.
|
|
|
|
Very Weak body
|
+2 |
|
Weak body
|
+1 |
|
Strong Body
|
-1 |
|
Very Strong Body
|
-2 |
|
Superhuman Body
|
-3 |
|
|
|
|
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.
Effects of Cyberware
Anti-Plague Nanotech: Negate (or reduce) the penalty for
unsanitary conditions.
|