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Medicine - Heal Wounds / Critical Injuries

Healing wounds through medical treatment is covered on page 116 on the Genesys Core Rulebook. While the book indicates that a character heals wounds on s and strain on a, the rules do not provide effects for other symbols. Here are suggestions for when rolling Medicine checks to heal someone.   Remember that a Medicine check to heal wounds can only be attempted once per encounter, as stated on page 116 of the Genesys Core Rulebook. Yet, this author recommends that in order to attempt a healing check, the character must have suffered wounds over the course of that specific encounter.   Let's imagine a character was injured in a sword fight, after which they were healed by the party's medic. A new encounter takes place a few minutes after. Since the wounded character and the doctor are not in a position to participate in combat in the first round, the doctor attempts to heal their wounded companion again. Yet the bandages are still fresh and the character didn't suffer any wounds since they got healed. The GM would be in his right, as per this suggested rule, to require the character to suffer wounds within that encounter prior to attempting a Medicine check to heal them again.   A character may attempt to cure a Critical Injury rather than wounds and strain. The difficulty for healing a Critical Injury equals its severity (see page 115 of the Genesys Core Rulbeook). You can use the same table for healing wounds, except for the fact that s are used toward healing the Critical Injury rather than wounds. Excess s are wasted and cannot be spent to heal a Critical Injury. Note that on a check made to heal wounds, a t can still be spent to cure any single Critical Injury of equal or lessor difficulty than the critical injury being rolled for. Remember than only one such attempt per Critical Injury can be done per week.   EXAMPLE #1 OF HEAL WOUNDS CHECK   Vargan and his companions are raiding a bandit outpost. Over the first skirmish, Vargan has suffered 5 wounds and 3 strain. Before going further, Netty, Vargan' companion, tries to patch him up.   Having suffered wounds fewer than half his wound threshold, the difficulty is set at Easy (d ). Netty is using Herbs of Healing, adding sa on the check, as well as an apothecary kit. Since the raid took place late in the evening, the GM adds bb to the pool due to lighting conditions, which are then removed due to Netty lighting a lantern nearby to correct the poor lighting.   The roll generates ssat. The two s let Netty heal 2 of her companion's wounds. The a is spent to heal 1 strain. Since Vargan is not suffering from any Critical Injury, Netty's player spends the t to heal 1 additional wound, bringing Vargan's current wounds down to 2 and his strain to 2.   Moments later, another battle takes place in which Vargan did not get wounded. When Netty's player asks the GM if they can make a Medicine check again to heal his companion, the GM replies that Vargan did not suffer wounds over this last encounter and his wounds were just being taken care of. Therefore, Vargan won't be able to benefit's from Netty's Medicine skills until later.   EXAMPLE #2 OF HEAL WOUNDS CHECK   Netty is a street doctor living in a neighborhood contested by different street gangs. Yet she does not take a side and treats anyone coming to her clinic, regardless of allegiances. Right before she closes her clinic and leaves, three street thugs come in, telling her their friend needs help. She recognizes one of them as being from the most violent gang in the district. Before she can say anything, another man comes in, carrying a bleeding man and drops him on the medical table. The gang members are clearly stressed and keep looking at the door, as if a rival gang were about to come in gun blazing. As Netty cuts the man's clothes to see the wounds, one of the men draws his pistol and points it toward her, urging her to get the job done as fast as she can.   The wounded man has suffered from wounds above half his threshold, setting the difficulty at Average (dd). Netty has access to a portable medkit, adding a to the check. Due to working in haste and at gunpoint, Isabella has to make a Cool check (see "Cool - Keep Your Cool " here), which resulted in adding b to all checks as long as she is threatened. The check generates ssaa. The man is healed from 2 wounds and 2 strain.   In addition, the man is suffering from the Agonizing Wound (dd) Critical Injury (see page 115 of the Genesys Core Rulebook).   Even though she can only attempt to a single Medicine check per encounter to heal wounds, she still can attempt to cure each Critical Injury once per week on a given patient. She makes the check and generates sss. The man is cured from his injury but the excess s cannot be used to heal wounds and are wasted.

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