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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