5 or more attack in single attack.
Causes an Injurt to the location hit.
Cannot take normal actions on next turn.
Can spend AP to perform additional actions.
Any action requiring vision has increased difficulty of two.
Drops anything held
Arm is considered "broken" or unusable.
Cannot perform any actions that require that arm.
Character begins to bleed heavily.
Take 2(CD) damage at end of each turn. Ignoring damage resistances
Immediately fall prone.
Can't take the sprint action.
Any movement becomes a major action.
Multiple Injuries to one location: Each injury has to be treated inidividuly to heal.
An Injury persists until treated.
Knocked to ZERO HP
Suffer an injury to that hit location
Immediately fall prone.
Knocked to zero HP by a critical hit causes 2 injuries
Character is unconscious
Can't take actions
Can't recover HP from First Aid.
At the start of each turn roll (END) + (SURVIVAL) test.
Difficulty equal to number of injuries.
Complication range extended to 19-20
Success keeps the character alive but remains in the dying condition
Use Minor action to take certain chems that recover HP.
Use First Aid acation to heal yourself or a character within close range.
(INT) + (MEDICINE) test difficulty equal to number of injuries the patient has.
If treating yourself, the difficulty is increased by 1.
Stabilize a dying patient.
Heal amount of HP equal to your medicine rating.
Treat an injury
Injury is not fully healed but the negative effects of the injury are stopped conditionally.
If hit roll 1(CD). An effect causes the injury to resume
Can provide medical care for a number of patients equal to their medicine rating.
Assist on tests to treat injuries using (INT) + (MEDICINE).
If patient had a restful day, reduce the difficulty of the test by 1 when assisting.
Restful day with no strenuous activity: difficulty of 1
Light Activity = Small amount of travel: Difficulty 2
Moderate Activity = Extensive travel with no combat: Difficulty 3
Heavy Activity = Extensive travel with combat: Difficulty 4
Rest 6 hours to regain all lost HP.
Resting for 8 hours grants +2HP Maximum
To heal an injury roll (END) + (SURVIVAL) Test.
Difficulty equals 1 plus number of injuries
Success heals 1 injury.
Can spend 2AP to heal additional injuries.
If consuming an irradiated item roll 1(CD).
Rolling an effect causes 1 Rad damage ignoring (DR) from armor, clothing or eqiupment.