House Rules: Healing skills

by Ross Pippin

From pip@nortel.caMon Jun 9 12:55:52 1997 Date: Mon, 13 Jan 1997 00:16:59 -0500 From: Ross Pippin Reply to: rolemaster@tower.clark.net To: Multiple recipients of list Subject: healing skills examples

While it's not exactly a house rule, I thought I'd submit the following. When I just make difficulties up for skills on the spur of the moment, I'm not always consistent, so I like to have the most common examples covered for frequently used skills. One of the things I really liked in SpaceMaster's Tech Book was that difficulties were given for using the various healing implements, so using that as a guideline, I came up with the following rules. Hope these turn out to be useful.

Besides, I figured some of these would give medic type characters some interesting roleplaying hooks:

"Well, Bobby, that was *really* stupid. Now that you've gone and got yourself all shot up like that, I'm going to have to fix it. You're bleeding really badly from this one here, and I'm going to have to cauterize it. Hold still, now... There, that wasn't so bad, now was it? Oops, spoke too soon. Looks like I didn't quite get it. Hold still, now..."

"Oh, dear. He's going to need a new kidney, from the looks of things. Okay, now, what I want you two guys to do is go out and find me an Orc. Big one, small one, it really doesn't matter. Bonk him on the head and bring him back alive. Make it soon. Got it? Good. Now, there's a major artery here, a big vein here, and what else?..."

Ross

Healing

All injuries require treatment in order to heal properly. Once the injury has been healed through magic, herbs, or healing skills, the recovery process can begin, as detailed in Character Law. For skills, generally, First Aid can heal light injuries, Second Aid can heal medium injuries, and Surgery is required for severe injuries.

Note that an injury is any result of physical damage that causes bleeding or a penalty to actions.

Difficulties given for treatments below are for the simplest forms of these injuries. Some injuries may be more difficult to treat because of their nature. Attempting to heal a wound without a successful Diagnostics roll results in a -30 to healing attempts.

First Aid Treatments

Stop Light Bleeding (1-2 hits/rnd) [Light]

Each attempt takes 1 round. If patient undertakes strenuous activity in the first day of recovery, bleeding may resume.

Stop Light Bleeding (3-5 hits/rnd) [Medium]

Each attempt takes 1 round per 2 hits/rnd of bleeding. If patient undertakes strenuous activity in the first day of recovery, bleeding may resume.

Tourniquet [Hard]

Bleeding on a limb at 6-10 hits may be stopped with a tourniquet in three rounds. Until the wound is healed, the tourniquet must be released every four minutes and 3 hits/ rnd taken for 5 rounds.

Splinting a Broken Bone [Hard]

Splinting does not heal a fracture, but it does make it possible to transport the patient without risk of further injury. If a fracture is not splinted, any movement will require a medium maneuver roll each hour to avoid taking 1-10 hits of additional damage. The maneuver difficulty will increase by one level for each pace beyond a walk attempted during the hour. Special checks may be made for any normal moving maneuvers required.

Second Aid Treatments

Setting and Casting Fractures [Hard]

This action will heal a fracture, and allow recovery to begin.

Cauterizing a Wound [Easy]

Cauterizing will stop bleeding to any degree, provided 1-10 points of burning damage are inflicted for every hit/rnd of bleeding.

Suturing a Wound [Medium]

Open wounds have a chance of becoming infected. If a wound is not cleaned, sewn and bandaged, the character must make an RR against a bubonic disease (infection). The level of the infection is 1/2 the penalty for the wound, plus the hits/rnd the wound was originally bleeding. In hot moist climes, the RR is at -30.

Surgery Treatments

Exploratory Surgery [Light]

Internal injuries may require exploratory surgery to make a successful Diagnostics roll.

Major Vessel Repair [Very Hard]

Stops bleeding of a wound that is more than 5 hits/rnd.

Muscle or Tendon Repair [Very Hard]

Does not repair destroyed tissues, only torn or cut ones.

Minor Nerve Repair [Absurd]

Temporary stat penalties result, depending on the nerve damaged.

Reattach Limb [Insane]

Limb is functional again in 100 days. Both temporary and permanent stat penalties will result, depending on the limb.

Organ Damage [Extremely Hard to Absurd]

Repairs damage to an organ, restoring its function.

Organ Transplants [Absurd to Insane]

This does assume that a donor organ is available.

Animal Healing

Animal Healing works just like First Aid for animals. In addition, if a character wishes to use Second Aid or Surgery skills on Animals, the Second Aid or Surgery skill bonus may not be more than the Animal Healing skill bonus of the character.

You may fire when ready, Gridley.

                                -- Admiral George Dewey

                                   Battle of Manila Bay


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