====== Injuries ====== An injury comes in five degrees of severity: (0) None, (1) Light, (2) Severe, (3) Mortal, (4) Death. Most of the time, if your character suffers an injury, it will be light or severe. Light injuries almost always heal on their own without skilled medical attention - just cleaning and a bandage is all that is needed. Severe injuries require skilled medical attention or they will progress to Mortal injuries. Mortal injuries require skilled medical attention, fully-equipped facilities, and a great deal of recovery time, or they will swiftly progress to Death. Sometimes, a character will suffer an injury that outright kills them, but these are rare. Sometimes, an injury will leave behind a scar. A scar is a flaw that represents your character's experience with trauma. It can be leveraged for inspiration in the same way as an injury, but without the risk of it progressing to a life-threatening injury. On the other hand, some scars may permanently handicap your character's abilities. Scars rarely heal. ---- ===== Injury Recovery Probability Tables ===== :?: Devnote: What is the 'likely' number of days, for each injury severity, of recovery or death? This would be a good number to know to balance the risk of death/scars. ==== Injury Recovery Probability Table ==== | * ^ Without medical intervention ^^^ With medical intervention ^^^ ^ Severity ^ Recover ^ Continue ^ Aggravate ^ Recover ^ Continue ^ Aggravate ^ | None | 0% | 100% | 0% | 0% | 100% | 0% | | Light | 60% | 30% | 10% | 70% | 30% | 0% | | Severe | 20% | 30% | 50% | 60% | 30% | 10% | | Mortal | 10% | 30% | 60% | 40% | 30% | 30% | | Death | 0% | 100% | 0% | 0% | 100% | 0% | Reconsider these probabilities. Should 'Continue' be a constant value? I feel right now (2023-12-03) like 'Mortal' wounds should still have a 50/50 chance with medical intervention - trope of doctor "doing all they can, the patient is in god's hands now...". Though usually this trope resolves with the patient recovering, so maybe a 50/50 chance of survival is too slim. I would love these probabilities to be easy to remember. Where the "w/o medical intervention" values are symmetrical to each other, and the "with med. inter." values being easy to derive from the "w/o" table using some easy math, like: "move 20% from aggravate towards recovery" or something like that. ==== Injury Recovery d100 Roll Table ==== | * ^ Without medical intervention ^^^ With medical intervention ^^^ ^ Severity ^ Recover ^ Continue ^ Aggravate ^ Recover ^ Continue ^ Aggravate ^ | None | - | 1-100 | - | - | 1-100 | - | | Light | 1-60 | 61-90 | 91-100 | 1-70 | 71-100 | - | | Severe | 1-20 | 21-50 | 51-100 | 1-60 | 61-90 | 91-100 | | Mortal | 1-10 | 11-40 | 41-100 | 1-40 | 41-70 | 71-100 | | Death | - | 1-100 | - | - | 1-100 | - | ==== Injury Recovery d20 Roll Table ==== | * ^ Without medical intervention ^^^ With medical intervention ^^^ ^ Severity ^ Recover ^ Continue ^ Aggravate ^ Recover ^ Continue ^ Aggravate ^ | None | - | 1-20 | - | - | 1-20 | - | | Light | 1-12 | 13-18 | 19-20 | 1-14 | 15-20 | - | | Severe | 1-4 | 5-10 | 11-20 | 1-12 | 13-18 | 19-20 | | Mortal | 1 | 2-8 | 9-20 | 1-8 | 9-14 | 15-20 | | Death | - | 1-20 | - | - | 1-20 | - | ==== Injury Recovery DC d20 Roll Table ==== | * ^ Without medical intervention ^^^ With medical intervention ^^^ ^ Severity ^ Recover ^ Continue ^ Aggravate ^ Recover ^ Continue ^ Aggravate ^ | None | - | 1 | - | - | 1 | - | | Light | 9 | 3 | <3 | 7 | 1 | - | | Severe | 17 | 11 | <11 | 9 | 3 | <3 | | Mortal | 20 | 14 | <14 | 13 | 7 | <7 | | Death | - | 1 | - | - | 1 | - |