Healing Wounds

Once the battle is over and it is time for the PC’s to take stock of themselves, all the little aches, pains, strains and bruises able at last to tell the characters just how badly they hurt. The physical shock the body goes into that protects the characters from feeling all those things (effective P-RES) finally wears off, along with the adrenaline high they were riding throughout the battle or tactical contest.

For every Level of Wounding a character has suffered, a character’s effective STR drops by 1/4th in the aftermath. The rate at which a character requires to recover END slows, also, doubling for every Level of Wounding under which he is laboring.

IF a character is suffering only Light Wounds, he can heal normally so long as he restricts himself to common everyday activities. This does NOT include anything that can be described as being in any way strenuous. The benefit lies in the fact that he is not restricted to quiet bed-rest.

Any Level of Wounding more severe than Light requires quiet bed rest (reading, knitting, etc.) and the attendance of a skilled healer of one sort or another to provide support therapy.

The total number of BP’s of damage suffered determines how long it takes a character to heal a wound, in days, minus the patient’s CND att. mod. and reduced by (1 per 4 trade SL’s) of the ministrations of a healer of some sort, as described in the text of that trade, with a minimum healing time of one day per point.

During this time, any single exercise or activity that can in any way be described as strenuous halts the healing process and turns the clock back to zero insofar as counting the number of days until the next wound is healed, starting it over again. In the case of a character suffer under Grievous Wounds, doing so can actually inflict another wound on the character (GM’s discretion). For a character on the threshold of the Mortal Level of Wounding, this could be crucial in a very dire way.

The “Mortal” Level of Wounding means just that. The wounds are severe and extensive enough that they can NOT heal without the ministrations of a very skilled healer of some sort. The character is simply going to die in the absence of such care. Again, hastening the rate of healing by means of a Swift Heal charm for one wounded to the Mortal level does no good whatsoever in the absence of a skilled healer, as those wounds cannot heal on their own in the first place.

IF the character Mortally wounded attempts to move on his own, he suffers another effective Wound every [(STR att. mod.) + (CND att. mod)] feet, pushing him closer to or possibly even over the brink of death (excepting the use of the Heroic Effects rules, GM’s discretion).

IF any other lay hands on a character Mortally wounded, the manner in which the character is moved determines how quickly additional wounds accumulate, the ideal being either levitated by magick so as to disturb the body as little as possible, or picked up suspended in a blanket or sheet by the hands of those either skilled as healers or being closely monitored and directed by healers.

A “Wound Channel” potent enough to shift enough of the wounds away to raise the character from the Mortal level to the Grievous level is an effective means for accelerating the speed of recovery but also for broadening the scope of effective treatments and diminishing the danger from moving the character.