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Injury & Treatment Guideline Empty Injury & Treatment Guideline

Fri Mar 22, 2024 5:41 am

Injuries

Covers the importance of different degrees of injury and how to deal with them, as well as the penalties that they bring.

Degrees of Injury

Also referred to as 'Degrees of Lethality' when it comes to Damage Caps & the like. For the sake of simplicity, I'll be copying the chart listed in Combat Rules, to use as a reference point for how grievous your injuries are.

Minor (0-10): Light bruising, barely knicks or light burns.
Medium (11-30): Mild bruising, fair cuts and mild burns typically are under this.
Major (31-49): Heavy burns, broken bones, cut nerves, deep slashes or roughed-up internals from blunt force trauma usually goes here.
Lethal (50+): Piercing or blasting clean through something. This constitutes mangled and/or shattered parts of the body that are next to unusable.
Beyond Lethal (100+): Evisceration. Evisceration. Gone. Turned to Dust.

As seen above, Major is when injuries start to become more grievous, requiring treatment or time to heal. During this period, you receive a mechanical injury as a perk that can be flashed; this injury will be indicated as something you have when you enter your Fight Counter. Every injury has different effects, with the specific locations of harm being the Head, Neck, Eyes, Torso, Abdomen, Arms, Legs & Full Body.

Mechanical Injury Healing

Below breaks down the general timescale required for a mechanical injury to heal on its lonesome.

Major: Requires 7 OOC Days to heal on its own, or 28 IC Days.
Lethal: Requires 14 OOC Days to heal on its own, or 56 IC Days.
Beyond Lethal: There is nothing to heal.

Through the assistance of a Physician, the rates above can be accelerated, lowering the time by 2/3/5 OOC Days at T2/T3/T4 respectively & putting characters back into commission. This is a mechanical interaction that they have via. a verb. During this period, a region that has been treated has to be appropriately limited in use.
-- If you fight & use the region of the injury in question for an extended period using more than 90% of its base statistical output (yes, this is inclusive of its defenses); 75% for Lethal injuries, your injury will be re-applied or potentially worsened after combat has ended based on admin discretion.

Not every injury can be treated by their verb - such as more specific ones that are less indiscriminate, especially in the case of muscle, nerve, organ or spinal injury, which is when Written Injuries come into play.
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Injury & Treatment Guideline Empty Written Injuries

Fri Mar 22, 2024 6:08 am

Written Injuries

Written injuries are the specific cases mentioned above, wherein a character has received direct harm to an important part or system of their body that cannot be merely one-roleplay & verbed away. As the name suggests, this injury is exclusive to itself and has its description as well as effects written & catered to what the injury would logically do in accordance to realistic circumstances. These are generally something much more likely to be received in the aftermath of an outcome, or during a lethal event, and while they're treatable, require Physicians with much more investment in their specialty to address.

This is where procedures come into play.

Procedures

Procedures/surgeries operate off of die roll, and we'll be covering the variety of different modifiers that come into play with these rolls in question, and the perks that a Physician has while addressing a Written Injury.
For starters, every surgery runs off of a D100. The margin of success is determined by the injury in question as well as the range required to succeed.
-- To succeed at a procedure, you want to get a 40 or above.
-- If you get 39 or below, you fail and the injury remains as is, with the next procedure attempt losing chance of success.
-- If you get 10 or below, the person will have to lose what was damaged, potentially ruining the portion of the body / organ and whatever it utilized. In cases where the brain. spine or heart is in play, THIS MEANS DEATH without some form of miracle.
Now, let's get into modifiers.

Negatives
These are your knowledge checks. They exist to be unfair - to prohibit you from getting the desired result, and are the penalty for risking treatment without the appropriate perk(s).

Procedure in Unsanitary Environment: Ew, germs. Negated by On-Field Specialist. Reduces roll result by -5.
Not a Surgeon: Self-explanatory, you lack the Surgeon perk. You've got balls for attempting a procedure without this, but we're also very surprised you didn't spend 2'000 RPP. Reduces roll result by -10.
Repeat Treatment: You or someone else failed the initial procedure and you have to repeat it. Good luck. Reduces roll result by -5, then by an additional -5 per additional fail if you're really that unlucky.
Lack of Field Knowledge: Insufficient field knowledge in a certain -ology, via. 'Treatment of Systems'. Reduces roll result by -10.
Organ Damage: Pertains to organ damage in general. Reduces roll result by -15.
Heart/Spine/Brain Damage: Pertains to these fields in general. It's very rare to find anything short of special perks or items that even so much as limit this modifier. It's risky business to conduct work on these areas of the body.. Reduces roll result by -25.

Positives
These are your helpers that reward you for having them. They're rare and usually derived from equipment, but they're there to pat you on the back and tell you that you won't accidentally kill someone. Good work buying them.

Physician: Even if minute, it's still something. Raises roll result by 3 * Physician Tier.
Knowledge of the Body: Anatomical knowledge generally helps when you're inside of someone. Raises roll result by +5.
Treatment of Systems: Among physicians, you are the exception. Good work. Raises roll result by +10/+20 at Tier 3 and Tier 4 respectively.
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