Battlefield Surgery

Battlefield Surgery

A good surgeon is useless during the first battle of the war. - Anonymous general defending his choice of expensive field medics to his colleagues.

Battlefield surgery is the domain focused on treating combat related injuries. After a battle, surgeons and their assistants franticly work to save the lives of those who lay dying. Treating injuries on the battlefield is a race against the clock. You will likely encounter situations where there will be more patients than you can treat.

It is up to surgeons and their assistants to quickly decide how to spread their resources. Do you try to save everyone? Should you focus on those most likely to survive? Surgeons and assistants must work coordinated, and you'll likely do it under pressure of the friends of those who's lives you're trying to save.

Treating injuries is divided up into two stages. If the injury is life threatening, the first step is to stabilize the patient so they will not bleed to death. You can use the battlefield surgery skill to do this. When the patient is stable you can then stitch and bandage the wound to close it.

In the first stage, the battlefield surgery stage, the surgeon picks a card at random from a deck of cards that they carry with them. This card determines how many willpower the patient loses (affected by the skill of the surgeon and the size of the team working on the patient) and whether or not the patient dies from his or her wounds.

In the second stage. The stitching and bandaging stage, the healer picks a card at random from a different deck of cards and this card determines whether or not the wound gets infected.

After the wound has been stitched and bandaged the slow process of healing actually begins. Unless magic is used, this healing process will not end before the ending of the event and players will need to deal with their various wounds and infections during downtime.

Anonymous (not verified) Wed, 21-12-2011 11:31

Stitching And Bandaging

Stitching And Bandaging

Stitching and bandaging is used to treat already stabilized patients or wounds that are not life threatening. At this stage it is important to properly clean and dress the wound so it does not become infected. Infected wound will cause a fever and will cost resources (in downtime) to heal. There is about a 1 in 5 chance a wound becomes infected.

This is done with a set of condition cards available at check in. Each time the skill is used, give the top two cards to the patient. Nine out of every ten cards will be blanc, the others will be an Infected Wound condition.

=Skill Stitching And Bandaging
=Points 2
=Unique Rule Clean, stitch and bandage somebody with 0 HP for 4 minutes. The patient is now at 1 HP (and thus will regain HP normally during his next short rest). The patient also loses 1 WP.
=Shared Rule Use bandages to bind the injury. Metal armour pieces must be removed before using this.
=Details You know how to clean, stitch up and bind a wound. It is painful and messy and there is a large chance of infection.

Hygienic stitching lessens the chance of infections but takes focus and concentration to perform.

=Skill Hygienic stitching
=Requires Stitching And Bandaging
=Points 2
=WP 1
=Unique Rule You are not allowed to ask whether or not your patient has a minor infection condition.
=Unique Rule If you spend 1 WP while using the stitching and bandaging skill you can remove any minor infection that the patient has gained from the wound you are treating.
=Details You know how to keep your tools and the wound clean. Infection is always a risk in the field, but by concentrating you know how to lower the chance considerably.

The wound washing skill makes sure you only spend willpower on patients that actually have a minor infection.

=Skill Wound washing
=Requires Hygienic stitching
=Points 2
=Unique Rule You carefully wash any filth from the wounds for 5 minutes before stitching and bandaging the wound. You are allowed to ask whether or not your patient has a minor infection condition.
=Details By washing the wound carefully and analysing the filth, you know whether or not you need to be extra careful with your equipment.

The nursing skill can be used to help mitigate the willpower loss most patients experience after becoming wounded. It is an especially helpful skill when patients are herded together in an infirmary of sorts.

=Skill Nursing
=Points 4
=Unique Rule Attend to the healthcare and mobility needs of a person with an Illness or Wounded condition for 1 hour and spend 1 WP. After you have done this they regain 1 WP.
=Unique Rule You can use this skill 4 times a day without spending willpower.
=Unique Rule You can use this skill simultaneously on up to 4 patients. You can stop and resume this skill at any time without losing the time already spend.
=Details Good bedside manners and a genuine smile go a long way towards healing.
Anonymous (not verified) Mon, 12-11-2012 09:41

Stabilizing Patients

Stabilizing Patients

The skill Battlefield surgery is used to treat life threatening injuries. This skill requires a deck of cards called the "complication deck". After trying to heal a person you draw a card from the complication deck to see what happens.

=Skill Battlefield surgery 1
=Requires Stitching And Bandaging
=Points 3
=Unique Rule You can try and stabilize dying patients. Draw a card at random for your complication deck and do what it says.
=Shared Rule When you start to work on a patient they do not lose consciousness or die unless a complication card says differently.
=Downtime Rule Higher levels of this skill have a better complication deck.
=Details You know how to stop people from bleeding to death if it isn't all that bad yet but as soon as people slip into unconsciousness you don't know what to do.
=Level Upgrade to Level 2 by training 3 points
=Skill Battlefield surgery 2
=Requires Stitching And Bandaging
=Points 6
=Unique Rule You can try and stabilize dying patients. Draw a card at random for your complication deck and do what it says.
=Shared Rule When you start to work on a patient they do not lose consciousness or die unless a complication card says differently.
=Downtime Rule Higher levels of this skill have a better complication deck.
=Details You know how to fix all sorts of battlefield related injuries. Even when people have slipped into unconsciousness you know what to do although it does take considerable strain not to panic.
=Level Upgrade to Level 3 by training 4 points
=Skill Battlefield surgery 3
=Requires Stitching And Bandaging
=Points 10
=Unique Rule You can try and stabilize dying patients. Draw a card at random for your complication deck and do what it says.
=Shared Rule When you start to work on a patient they do not lose consciousness or die unless a complication card says differently.
=Downtime Rule Higher levels of this skill have a better complication deck.
=Details Your expertise knowledge and theoretic keeps your head cool while working on a patient. You only panic slightly when they are already unconscious when you arrive.

All the other skills in this section enhance the use of the battlefield surgery skill above.

Experienced surgery decreasing the willpower the patient loses from complication cards.

=Skill Experienced surgery 1
=Points 3
=Unique Rule You are better at performing battlefield surgery: The patient loses 1 less WP from your complication cards (but always loses at least 1).
=Details You have seen some blood and guts in your time. You know how to handle this.
=Level Upgrade to Level 2 by training 3 points
=Skill Experienced surgery 2
=Points 6
=Unique Rule You are better at performing battlefield surgery: The patient loses 2 less WP from your complication cards (but always loses at least 1).
=Details You have seen grown man cry for their mothers and pray to their gods, but you keep pulling them trough.
=Level Upgrade to Level 3 by training 3 points
=Skill Experienced surgery 3
=Points 9
=Unique Rule You are better at performing battlefield surgery: The patient loses 3 less WP from your complication cards (but always loses at least 1).
=Details You have lost count of the amount of lives you have saved. Your experience will save some more.

Surgeon assistant is a skill that will enable several healers to heal one patient, decreasing the willpower he loses from complication cards even further.

=Skill Surgeon assistant 1
=Requires Stitching And Bandaging (any level)
=Points 1
=Unique Rule You can help perform battlefield surgery (you have to be present from beginning to end, only two people can help at maximum) this has the following effect: The patient loses 1 less WP from complication cards (but always loses at least 1).
=Details You know what to hand when the healer asks for it and know where to apply pressure without anyone telling you.
=Level Upgrade to Level 2 by training 3 points
=Skill Surgeon assistant 2
=Requires Stitching And Bandaging (any level)
=Points 4
=Unique Rule You can help perform battlefield surgery (you have to be present from beginning to end, only two people can help at maximum) this has the following effect: The patient loses 2 less WP from complication cards (but always loses at least 1).
=Details You can give the needed equipment even before the surgeon asks for it and work on some other wounds he missed on the side.

Helping hands is a skill with which you can make an unskilled person help you with healing a person in much the same way a surgeon assistant would.

=Skill Helping hands 1
=Requires Battlefield surgery (Any level)
=Points 2
=Unique Rule You can instruct a single person to help you perform battlefield surgery (the person needs to be present from beginning to end) this has the following effect: The patient loses 1 less WP from complication cards (but always loses at least 1).
=Details You can ask any unskilled lowlife on how to hand you certain equipment and how to keep pressure on certain wounds.
=Level Upgrade to Level 2 by training 3 points
=Skill Helping hands 2
=Requires Battlefield surgery (Any level)
=Points 5
=Unique Rule You can instruct up to two people to help you perform battlefield surgery (the helpers need to be present from beginning to end) this has the following effect: The patient loses 1 less WP from complication cards per person helping you (but always loses at least 1).
=Details You can keep order and discipline around the surgery table and make sure nobody panics.

Focused surgery reduces willpower the patient loses in exchange for willpower payed by the surgeon. This can even be used to stop the patient from falling to 0 willpower at the last moment.

=Skill Focused surgery 1
=Points 3
=WP 2
=Unique Rule Spend 2 WP during the use of battlefield surgery or helping hand: One WP the patient loses is negated. You can use this 1 time during every use of battlefield surgery.
=Details At the expense of your own emotional well being you go beyond the call of duty to help this particular patient.
=Level Upgrade to Level 2 by training 3 points
=Skill Focused surgery 2
=Points 6
=WP 2
=Unique Rule Spend 2 WP during the use of battlefield surgery or helping hand: One WP the patient loses is negated. You can use this 2 times during every use of battlefield surgery.
=Details At the expense of possibly your own sanity, you pour everything you have into this important patient.
=Level Upgrade to Level 3 by training 3 points
=Skill Focused surgery 3
=Points 9
=WP Var
=Unique Rule Spend 1 WP during the use of battlefield surgery or helping hand: One WP the patient loses is negated. You can use this 2 times during every use of battlefield surgery. The second time you use this skill it costs 2 WP.
=Details THIS... ONE... SHALL... NOT... DIE!.
=Level Upgrade to Level 4 by training 3 points
=Skill Focused surgery 4
=Points 12
=WP Var
=Unique Rule Spend 1 WP during the use of battlefield surgery or helping hand: One WP the patient loses is negated. You can use this 3 times during every use of battlefield surgery. The second and third time you use this skill it costs 2 WP.
=Details You have a saintlike regard for your patients and might have given your own life for them if you could.

Amputate is used as a last resort method of saving a patients life in exchange for losing a limb. Instead of dying they lose a limb and another complication card is pulled but the next few WP they lose during surgery will be negated (possibly saving their lives entirely).

=Skill Amputate 1
=Points 2
=Unique Rule When a patient would die from a complication card, ignore the card and amputate a wounded limb instead (this only works if the patient isn't injured on the torso). Spend 4 minutes on this.
=Unique Rule Pick another card at random from the complication deck.
=Unique Rule The next 3 WP the patient loses during this surgery are negated.
=Shared Rule Give the patient the amputated limb condition when he survives.
=Details You crudely hack off the wounded limb, scorch the stump and pray.
=Level Upgrade to Level 2 by training 2 points
=Skill Amputate 2
=Points 4
=Unique Rule When a patient would die from a complication card, ignore the card and amputate a wounded limb instead (this only works if the patient isn't injured on the torso). Spend 4 minutes on this.
=Unique Rule Pick another card at random from the complication deck.
=Unique Rule The next 4 WP the patient loses during this surgery are negated.
=Shared Rule Give the patient the amputated limb condition when he survives.
=Details You know exactly where to cut to maximize the chance of survival and have some experience in burning wounds closed.
=Level Upgrade to Level 3 by training 2 points
=Skill Amputate 3
=Points 6
=Unique Rule When a patient would die from a complication card, ignore the card and amputate a wounded limb instead (this only works if the patient isn't injured on the torso). Spend 4 minutes on this.
=Unique Rule Pick another card at random from the complication deck.
=Unique Rule The next 5 WP the patient loses during this surgery are negated.
=Shared Rule Give the patient the amputated limb condition when he survives.
=Details You have sterilized equipment specifically designed to remove wounded limbs and perform this operation routinely.
Anonymous (not verified) Mon, 12-11-2012 09:42

Complication deck

Complication deck

These are all the possible cards within the Complication deck.

10%

=Complication Vigorous stabilization
=Unique Rule If you pay 1 WP the healing succeeds after about 1 minute otherwise draw another card.
=Unique Rule If the healing succeeds the patient now has 0 HP and should ask a wounded condition from a game master.

30%

=Complication Stabilized
=Unique Rule The patient loses 1 WP and you lose 1 WP.
=Unique Rule The healing succeeds after about 1 minute.
=Unique Rule The patient now has 0 HP and should ask a wounded condition from a game master.

5%

=Complication Stabilized with minor infection
=Unique Rule The patient loses 2 WP and you lose 1 WP.
=Unique Rule The healing succeeds after about 1 minute.
=Unique Rule The patient now has 0 HP and should ask a wounded AND Minor infection condition from a game master.

5%

=Complication Stabilized but infected
=Unique Rule The patient loses 3 WP and you lose 1 WP.
=Unique Rule The healing succeeds after about 1 minute.
=Unique Rule The patient now has 0 HP and should ask a wounded AND Infected condition from a game master.

1%

=Complication Minor blood loss
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 1 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Blood loss
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 2 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Major blood loss
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 3 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Bleeding artery
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 4 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Bleeding major artery
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 5 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Multiple bleeding arteries
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 6 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Stops breathing
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 7 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Heart attack
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 8 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Major heart attack
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 9 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1%

=Complication Heaven is calling
=Unique Rule You cannot stop the bleeding.
=Unique Rule The patient loses 10 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar wound
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 1 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar puncture wound
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 2 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar organ hit
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 3 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar body reaction 1%
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 4 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Stabilized" cards)

=Complication Highly unfamiliar heart attack
=Unique Rule You are highly unfamiliar with this sort of wound.
=Unique Rule The patient loses 5 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar wound
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 1 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar puncture wound
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 2 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar organ hit
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 3 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar body reaction
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 4 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

1% (At level 3 these cards are replaced by "Stabilized" cards)

=Complication Unfamiliar heart attack
=Unique Rule You are unfamiliar with this sort of wound.
=Unique Rule The patient loses 5 WP, if the patient has 0 WP after this he dies after speaking some last words and you lose 1 WP.
=Unique Rule If the patient lives draw another card after about 1 minute.

4%

=Complication We need more hands!
=Unique Rule There are too many wounds to keep closed just by yourself.
=Unique Rule If you are the only healer tending to this patient he loses 3 WP.
=Unique Rule Draw another card after about 1 minute.

3%

=Complication Don't move the patient!
=Unique Rule Moving a patient can worsen the wounds.
=Unique Rule If the patient was moved from the spot where they originally got wound he loses 3 WP.
=Unique Rule Draw another card after about 1 minute.

3% (At level 2 these cards are replaced by "Hmmm, strange..." cards)

=Complication What the hell?!
=Unique Rule You are completely unfamiliar with other races their biology.
=Unique Rule If the patient is not the same race as any of the healers he loses 4 WP.
=Unique Rule Draw another card after about 1 minute.

0% (At level 3 these cards are replaced by "I've read about this" cards)

=Complication Hmmm, strange...
=Unique Rule You are very unfamiliar with other races their biology.
=Unique Rule If the patient is not the same race as any of the healers he loses 3 WP.
=Unique Rule Draw another card after about 1 minute.

0%

=Complication I've read about this
=Unique Rule You are unfamiliar with other races their biology.
=Unique Rule If the patient is not the same race as any of the healers he loses 2 WP.
=Unique Rule Draw another card after about 1 minute.

3%

=Complication No time to clean!
=Unique Rule If you have healed another person in the last 10 minutes your equipment is still dirty.
=Unique Rule If your equipment is still dirty the patient should ask for an *infection* condition from a GM after this surgery.
=Unique Rule Draw another card after about 1 minute.

3%

=Complication This one might make it
=Unique Rule Healers notice that this patient is pretty stable at the moment.
=Unique Rule Draw another card after about 1 minute, but you are allowed to ignore the next card if you want and draw again.

3%

=Complication This might take a while...
=Unique Rule Stabilizing these wounds is tedious and time consuming.
=Unique Rule Draw another card after about 4 minute (-1 minute per healer working on this patient).

2%

=Complication So many wounds...
=Unique Rule There are to many wounds to keep closed with 2 people.
=Unique Rule Unless there are three healers tending to this patient he loses 3 WP.

2%

=Complication Magic is cleaner than weapons
=Unique Rule Weapons tend to be dirty, but magic leaves very clean wounds.
=Unique Rule If some of the wounds of this patient are caused by magic spells the patient can't gain further infections during this surgery.
=Unique Rule Draw another card after about 1 minute.

2%

=Complication Fighting in the dirt
=Unique Rule Nature might contaminate wounds.
=Unique Rule If the patient is being treated on a dirt floor (outside) the patient should ask for an *infection* condition from a GM after this surgery.
=Unique Rule Draw another card after about 1 minute.

1%

=Complication Keep fighting!
=Unique Rule The patient is losing his will to live.
=Unique Rule Unless a non-healer is supporting the patient (comforting words, prayer, holding hands, etc) when this cards is drawn he loses 3 WP.
=Unique Rule Draw another card after about 1 minute.

1% (At level 2 these cards are replaced by "Shock! Oh gods!" cards)

=Complication I don't know what to do!
=Unique Rule The patient goes into shock and loses consciousness if he was still conscious.
=Unique Rule You can spend 3 WP to prevent this, if you don't do this the patient loses 5 WP.
=Unique Rule Draw another card after about 1 minute.

0% (At level 3 these cards are replaced by "Shock!" cards)

=Complication Shock! Oh gods!
=Unique Rule The patient goes into shock and loses consciousness if he was still conscious.
=Unique Rule You can spend 2 WP to prevent this, if you don't do this the patient loses 5 WP.
=Unique Rule Draw another card after about 1 minute.

0%

=Complication Shock!
=Unique Rule The patient goes into shock and loses consciousness if he was still conscious.
=Unique Rule You can spend 1 WP to prevent this, if you don't do this the patient loses 5 WP.
=Unique Rule Draw another card after about 1 minute.

1%

=Complication Disease
=Unique Rule The open wound and weakness of body triggers a disease to flourish in the patient.
=Unique Rule The patient should ask for a random disease condition from a game master after this surgery.
=Unique Rule Draw another card after about 1 minute.

1% (Battle fatigued, unwilling to kill, unwilling to torture or hated enemy are examples of possibilities)

=Complication Mental Trauma
=Unique Rule The patient gains a mental trauma as a result of this ordeal.
=Unique Rule The patient should ask for a random mental trauma condition from a game master after this surgery.
=Unique Rule Draw another card after about 1 minute.

1%

=Complication I can handle it alone from here
=Unique Rule Healers notice that this patient is no longer in mortal danger but still needs immediate treatment from 1 healer.
=Unique Rule Ignore any further mention of WP loss or death.
=Unique Rule Draw another card after about 1 minute.
Anonymous (not verified) Thu, 08-06-2017 00:09

Medical conditions

Medical conditions

The following conditions don't provide any benefit. Usually they are gained during the game and characters will try to avoid them. But you are free to start the game with any of these conditions if you want.

You can gain the infection conditions during the use of the "battlefield surgery" skill but "hygienic stitching" can negate minor infections.

=Condition Infection
=Unique Rule Two hours after you gain this condition you develop a fever; You are constantly weakened.
=Shared Rule At the end of the event this condition and all like it are replaced by a Recovering wounds condition
=Condition Minor Infection
=Unique Rule Four hours after you gain this condition you develop a fever; You are constantly weakened.
=Shared Rule At the end of the event this condition and all like it are replaced by a Recovering wounds condition

You can gain the wounded condition during the use of the "battlefield surgery" skill.

=Condition Wounded
=Unique Rule For one hour: If the wound is on your torso, you are dazed, else you can't use the injured limb. You can ignore this effect by spending 2 WP.
=Unique Rule If hit on the wounded body part, your HP reduces to -1 automatically.
=Shared Rule You shouldn't cover the wound with heavy or higher grade armour. The wound must remain bandaged.
=Shared Rule At the end of the event this condition and all like it are replaced by a Recovering wounds condition

You gain the Recovering wounds condition when you end the event with a wound or infection. The amount of resources it takes to get rid of a Recovering wounds condition is determined by the amount of wounds, infections, diseases, WP, cost of living (hygiene) and a random factor.

=Condition Recovering wounds
=Unique Rule At the ending of a event this condition replaces all wounded and infection conditions.
=Unique Rule In your next downtime period you must spend x to lose this condition.

You can gain the amputation conditions during the use of the "amputate" skill.

=Condition Amputated Arm
=Unique Rule You're missing a hand and part of your arm. You can't carry or hold things that require the use of that arm. You can't use, learn or maintain skills that need two hands (ask a GM when in doubt)
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the amputation.
=Condition Amputated Leg
=Unique Rule You can't run. Stumble effects cause you to Fall. You need a crutch or staff to stand and to walk.
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the amputation.

You can buy the "wooden leg" and "replacement hand" items in downtime to negate some of the effects of the amputation conditions.

=Item Wooden Leg
=Market price 40¢
=Toughness 1
=Unique Rule You can stand and walk without using a crutch or a staff.
=Shared Rule You can only use this if you have an Amputated Leg.
=Item Replacement Hand
=Market price 40¢
=Toughness 1
=Unique Rule Use the replacement hand to hold things that don't require grip. You can use items that can be strapped to the arm such as a shield.
=Shared Rule You can only use this if you have an Amputated Arm.
Anonymous (not verified) Mon, 03-12-2012 22:03