Medicine

Purpose

The healing and injury system provides a way of measuring the amount of damage has taken and the effect that healing has upon their recovery.

Relevant Skills and Attributes

Healing generally uses the attention or logic attribute and the medicine skill.
Splints use the coordination attribute and the medicine skill.

Damage Overview

There are many situations in which a character can be injured but the most common scenario is combat. When a character is injured they will receive a number of points of damage of a specific type in a specific physical location.

When a character has been badly damaged there is a risk of unconciousness, semi-permanent, permanent injury and death. Bruise damage does not count towards the total when death is being considered and at this point semi-permanent and permanent injuries can only be encountered during gm'd adventures. Death is permanent.

The locations in which a character can be injured are the face, head, neck, upper body, lower body, groin, hips, left shoulder, right shoulder, left bicep, right bicep, left forearm, right forearm, right hand, left hand, left thigh, right thigh, left calf, right calf, left foot and right foot.

Critical hits (those which have the red HARD in the emit) will always effect one of the following locations: face, head, neck, upper body, lower body or hips.

Different types of damage require different medicines to treat. The following types of damage exist:
puncture, incision, laceration, fracture, abrasion, bruise, zap, shock, tingle, sear, burn and scorch.

To help you with knowing how to rp the various types of wounds you can assume the following:
Fracture - at low levels it will be a swelling/bruise and at high levels an actual break.
Puncture - a deep wound with a small opening like a stabbing weapon makes
Incision - A cut in the skin with smooth edges as may be caused by a scalpel.
Laceration - A cut with ragged edges as may be caused by a claw or tooth.
Abrasion - Rubbed/grazed skin as might be suffered during a motorbike accident.
Bruise - A discoloured area of skin with or without swelling due to contusion.
Zap, shock, tingle - Nervous damage as might be inflicted by an electric shock or poison.
Sear, burn, scorch - damage inflicted by heat and fire.

Healing Overview

A players injuries will heal over time (4 times a real life day) at the following rate without medical attention:
Fracture : Will not heal without a healer
Laceration/Puncture/Burn : 0-1 points a healing cycle
Bruise/Abrasion/Tingle : 2 points a healing cycle
Everything else : 1 point a healing cycle

This rate can be increased by consuming medicines appropriate to the injury. Several teas will increase the healing rate for bruises for example. Knowledge of these medicines and their effect can be obtained in game.

A medically trained character can also increase the healing rate. The healing rate for a patient is dependent upon the skill level of the tending characters medical skill.

To tend an injury a player with the medicine skill begins by using the diagnose command. This command will provide information on the type, size and location of each injury suffered by the target player.

The medically skilled character will then treat the injured characters location with an appropriate medicine. They will do this using the treat command - treat name's location with medicine/bandage.

Bandages can be used for every location but there are also poultices and other treatments which will increase the healing rate further. Once a character has treated a location it will maintain the treated healing rate until the injury has finished healing. A healer can attempt to treat any untreated wound, or a treated wound with a treatment rating equal to or less than his own skill -1. Thus a healer with a skill of 3 can re-treat an injury that has been treated by someone with medicine skill of 1 and a healer with skill 4 can re-treat an injury that has previously been treated by someone with a medicine skill of 2. When an injury is re-treated in this way it will heal at the rate provided by the higher medicine skill.

The quality and type of the medicine or bandage used also influences the healing rate of the injury.

Treatments

Name Method Treats
Barley Tea Drunk Nausea Alcohol_Poisoning Cough
Nigella Tea Drunk Cough
Ginger Tea Drunk Nausea Fever
Laudanum Drunk Pain Cough
Bandage Treat Puncture Incision Laceration Abrasion
Wound Poultice Treat Puncture Incision Laceration Abrasion
Flax Poultice Treat Burn Abrasion
Cinnamon Tincture Drunk Internal_Bleeding
Splint Treat Fracture
Hop Poultice Treat Bruise Fracture
Toxin Tincture Drunk Alcohol_Poisoning Poisoning

Medicine quality is the main factor in determining healing rate. As a result a quality 2 bandage is equal to a quality 2 flax poultice when treating an abrasion.

Surgery

At high medicine skill levels (6+) it will be possible for a medical character to influence the healing of semi-permanent and newly inflicted permanent injuries. This will be handled by a GM.

Long Term Injuries

At high levels of damage it is possible for a character to get a semi permanent or permanent injury that will need levels of medical care to repair above and beyond the system described above.

Disease

Illnesses and Diseases may be encountered but do not presently have coded support. The treatment of such is going to be handled by gm'd adventure. It is perfectly reasonable to assume a minor disease and the medicine to treat such in rp as many medicines and illnesses exist which have not been coded.

Injury Scale

The exact amount of damage that a character can absorb before falling unconscious or dying is determined by a mixture of attributes and luck. Anytime you take damage you will make an unconsciousness check at a difficulty determined by the total amount of damage you have suffered and the modifiers provided by your attributes. Bruise damage is not counted towards this total when you are undertaking a death check. The system will then automatically make a roll and failure will result in unconsciousness or death. Death is permanent so it is important that you keep it in mind during combat. Unconsciousness is temporary but be warned that any further damage inflicted will result in further death checks. You must fail an unconsciousness check before you will encounter a death check.

Each damage type is of equal importance to the system and in terms of ic severity (with the exception of bruising not being counted towards death). A 10 point fracture is exactly as disabling and as serious as a 10 point puncture. It will just take longer to heal.

The following categories are aimed at individual wounds:

0-10 Annoying but hardly life threatening.
11-25 You definitely notice you are injured when you do anything strenuous but it is possible to work through it.
26-40 Everything you do carries with it reminders of your injury. It interferes with your daily life.
41-55 Your practically bedbound. Doing anything causes you pain.
56+ Doing anything is impossible.
80+ The injured location will probably suffer some sort of permanent handicap.

Generally speaking you will start to risk death once you have taken approximately 80 points of damage in total (ignoring bruise damage) but you can die from a really unlucky roll at much lower damage levels than this. The chance of falling unconscious at 80 damage is also very high (including bruise damage). The exact numbers involved in calculating your chance of falling unconscious or dying are dependent on attributes.

The following categories are aimed at overall damage.

0-6 You suffered worst playing games as a toddler.
7-30 Your feeling a bit rough but you'll live. This won't really impact your day to day activity.
31-40 Things aren't looking so good. Your hurting and your at risk of falling unconscious. Physical activities are painful but you can will yourself through them.
41-80 Your feeling really bad. There is a small but real risk that further damage might result in your death. Surrendering or Fleeing is a good option. You will hurt badly enough that physical activity is a definite no-no.
81-100 Death is starting to look likely. Only adrenalin is keeping you on your feet. You will effectively be bedbound until you heal up and activity may result in a relapse into unconsciousness.
100+ It's amazing you're still alive. You've probably suffered some level of permanent damage.
150+ Your chances of survival are remote. You've definitely suffered some permanent damage. People will be surprised if you ever wake up.