Major Wound Recovery

(Back to Combat)

A CON roll should be made at the end of each week of game time that the Major Wound box is ticked.


 * If the CON roll is failed, no recovery takes place that week. On a success, 1D3 hit points are recovered.
 * On an Extreme success, 2D3 hit points are recovered.
 * Add a Bonus die: if the character has complete rest in a comfortable environment.
 * Add a Bonus die: if the character receives effective medical care. The care giver with the highest Medicine skill should make one Medicine skill roll at the end of the week (before the patient's CON roll is made).
 * Add a Penalty die: if the character is in a poor environment and is unable to take the sufficient rest, and/or a fumble was rolled on their care giver's Medicine skill roll.

There are two ways to heal a major wound (i.e. erase the major wound marker). Firstly, when the character rolls an Extreme success for their recovery (CON roll). Secondly, any time their current hit points have recovered to half (or more than half) of their full hit point total.

If the roll is a fumble, a lasting injury, complication, or worse condition results. Rather than rolling for a random complication, the Keeper is encouraged to pick something that relates to the nature of the character's injuries (e.g. permanent limp, blindness in one eye, missing fingers, loss of a limb, scarred face, etc.) and make an entry in the character's backstory (under Wounds and Scars).

Examples:

''Harvey is recovering in a hospital after almost dying. He has the best care and complete rest, so he gains to Bonus dice to his recovery roll. This roll gives a Hard success, granting the recovery of 3 hit points (1D3). Harvey is now well enough to return home. He does some light work on the second week (thus he has not rested) and, as he is no longer under medical care, his recovery roll gets no bonus dice. This time he rolls a failure; no recovery. On the third week he realizes that he needs to take it easy and asks a friendly nurse to look in on him as he rests in bed; this grants a Bonus die. A Medicine roll is made for the nurse's care (a success), and so he gains a second Bonus die. He rolls an Extreme success on his recovery roll at the end of week three. He recovers another 5 hit points (2D3) and erases the Major Wound marker. His current hit points now stand at 8. He regains one more hit point each day, and in seven more days he is fully healed to his maximum of 15 hit points.''

''Cecil is on an expedition in the jungles of South America. He suffers a major wound during a fight, receiving a terrible bite to his left arm. A friend administers First Aid, but there is nowhere for Cecil to rest properly and, any, he and his companions are working to a deadline to prevent a cult from summoning a dark god. At the end of a week he attempts his recovery roll with one Penalty die, rolling a fumble. The Keeper decides that the wound has become infected and that the lower arm is swollen and painful; medical treatment is required promptly or the infection may kill him. Cecil looks at his companions; one of them is going to have to attempt an amputation!''