Wound states
- Seriously Wounded (below half your hit points): -2 to everything.
- Mortally Wounded (0 or less): -4 to everything, you barely move,
and every round you make a death save: roll a d10 and get under
your BODY. Each save makes the next one harder. A 10 always fails.
- Critical injuries: when two or more damage dice come up 6, you also
take a critical injury (a broken arm, a collapsed lung) and 5 extra
damage. Injuries stay until someone treats them.
Stabilizing
Anyone with First Aid or Paramedic can stabilize a wounded character,
themselves included. Stabilizing someone who is dying brings them back to 1
hit point, out cold for a minute.
Flatlining
Fail a death save and you flatline. You wake at the nearest clinic with your
gear, a medical bill (a tenth of your bank, at least 100eb, and it can put you
in debt) and one injury the doctors didn't fix.
Trauma Team subscribers are picked up instead: no bill and no new injury.
Silver costs 500eb a game month (one real week); Executive costs 1,000eb.
Healing
Once stabilized and out of a fight, you heal hit points equal to your BODY
every few minutes, twice as fast in a safehouse or clinic. You keep healing
while logged out in a safe room, nowhere else. A friend with First Aid or
Paramedic can patch you up on the spot. Clinics fix everything, for a price.
This system is still being wired in. These are the rules it will use; the
commands go live in a later update.
See also: combat, armor, medtech