Healing & Wound System

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Sonder Fantasy

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Healing Chart and System

Within the world, it is inevitable that people will find themselves hurt. Due to this, it’s necessary to be able to understand how to rank these injuries and how they can affect their healing. Different types of injuries can lead to different types of needs to heal them, but to understand that, one needs to know how to define them first.

Minor - Small injuries that can be negligible to the user. These can cause pain and discomfort, but are not crippling.
Moderate - These injuries are harder to ignore, and create a possible distraction for the user. These injuries can be ignored, but if the affected area is used or struck they can be overwhelmed with pain.
Major - These injuries are difficult to ignore, but still allow for one to be in combat. They are a distraction, but will not necessarily stop one in their tracks. This can quickly become crippling if not tended to.
Lethal - These injuries cannot be ignored and will set someone onto a timer until their death. These injuries are crippling and devastating. The usual time frame for one to survive is 1-5 rounds of combat or stressful scenarios.

There is a caveat to injuries, though, and that is if one were to obtain the same tier of injuries a certain amount of times, it will scale up in severity. Meaning 2 Minor wounds would become a Moderate wound, 2 Moderate becomes a Major, and 3 Major becomes a Lethal State. This in effect creates a HP system within the combat system, meaning characters will always have a value of 24 HP.

[In order to apply wounds in game, be sure to use the /injure [severity] command]


Categorizing Wounds

Minor [-2 HP] Moderate [-4 HP] Major [-8 HP] Lethal [-24 HP]
-Scratches
-Bruises
-Contusions
-Small lacerations
-1st Degree Elemental
-Lacerations
-2nd Degree Elemental Damage
-Minor Fractures
-Puncture Wounds
-3rd Degree Elemental Damage
-Major Fractures
-Spinal injury
-Internal Bleeding
-Skull Fractures or Damage
-Brain Damage
-Bleed Out
-Dismemberment
-Total Fracture [Shatter/Structural Break]
 

Elemental Damage

Elemental damage can be categorized as injuries sustained in a way that may not be coming from a conventional source. This means that wounds obtained from fire, ice, or even infection can be considered as elemental in their tiers of degrees. Each elemental damage has its own system of tiers and effects. When obtaining these types of injuries, if one were to suffer the same tier of elemental damage on the same spot, then it will scale up to the next severity level. If they are at the highest tier of the severity, the wound may become bigger. Though, we try our best to follow realism, for the sake of fairness, the percentage of elemental damage present on the body will not cause it to scale up in severity.

Fire & Burns
1st Degree Burns - These can be labeled as sunburns, and light reddening of the skin from effects of the sun or fire. These affect the dermal layer of the skin.
2nd Degree Burns - These can be labeled as burns that cause blistering and bubbling of the skin, as the body compensates for the damage caused. These affect the epidermal layer of the skin.
3rd Degree Burns - These can be labeled as burns that cause the area affected to have tissue death. The tissue in this area is affected in a way that it can no longer regenerate and will require an outside source to compensate. These affect the subcutaneous layer and below.

Ice & Frostbite
Frostnip - The limbs and fingers start to get cold and difficult to move. They form a bit of ice.
Superficial Frostbite - The limbs start to become discolored and become difficult to move and adjust, almost unresponsive.
Deep Frostbite - The fingers and limbs become blue and splotchy, ceasing their function and feeling entirely. No pain or cold is felt from the limbs.

Infection & Necrosis
1st Degree of Necrosis - The tissue of the skin becomes black and easily falls off. It can be easily treated, but can risk infection if untreated.

2nd Degree of Necrosis - The fat layer becomes necrotic and gangrenous, dissolving into a liquified state.
3rd Degree of Necrosis - The muscle layer becomes gangrenous and causes possible blockages in the veins of the area, risking infections and clotting.
Electrical Burns
1st Degree Electrical Burn - The area becomes reddened and the nerves of the area tingle when movement is done.
2nd Degree Electrical Burns - The area becomes blistered and leaves a trail of the electricity that ran through it. The nerves of the area tingle and flinch, making it difficult to move.
3nd Degree of Electrical Burns - The area becomes burnt, leaving a significant scarring of the electrical current. The muscles spasm and flinch every now and then.
 

Healing & Time

With every injury comes the time it needs to heal. This can be done either mundanely, alchemically, or magically. The choice is up to the affected, but if one chooses to do so mundanely, one must be aware of the effects that can hold. Mundane healing is oftentimes the one that leaves the most lasting damage, be it scars, effects from elements, or even discomfort in the area affected. How that is interpreted is up to the player.

[Every character will passively heal +2 per day without any aid]


MinorModerateMajorLethal
Average of 1 OOC Days to healAverage of 2 OOC Days to healAverage of 4 OOC Days to healAverage of 12* Days to heal.

*Affected by Survival

Healing from injuries doesn’t mean one is left crippled and unable to fight. One can continue to try and fight through the pain, but that risks the wound possibly reducing the ability be as effective as another [DM discretion for your full HP]. The chart above only affects Mundane Untended Healing as Alchemical and Magical healing are described through their mechanics.

In the chance that you get your wounds tended to by a medic, they are able to roll a [Mind + Education] roll in order to try and half the timer. A successful meet of the DC will mean that the wound treated will heal in half the time. Medics are able to attempt this roll once per day, per highest tier wound.

  • Minor: 2 Successes, OR, DC - 4
  • Moderate: 4 Successes, OR, DC - 8
  • Major: 6 Successes, OR, DC - 12
  • Lethal: 8 Successes, OR, DC - 16
There are cases where alternative rolls may be required, but when in doubt this shall serve as the default.

[This in turn would double the passive healing per day, giving you +4]
[To apply healing in game, be sure to run the /heals [severity] command]
*Some Lethal injuries are unable to be healed in full. IE- a severed limb cannot regenerate, but the wound itself will close.
**As well, every 2 dice added onto Survival will in turn reduce the timer for Lethal injuries by 1 OOC day

  • 2/5 = 2 Day reduced
  • 4/5 = 4 Days reduced
  • 6 /5 = 6 Days reduced [Racial Bonus: Human]
***Furthermore, investing into Endurance increases the window of time before a character succumbs to Lethal injuries.
  • 3/5 = character lives on for for 3-7 rounds
  • 5/5 dice = character lives on for for 5-10 rounds
 
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