Healing and Infection
If magical healing is used, it will tell you the speed and extent to which it restores lost Damage Points. Magical healing prevents any scarring.
Natural healing restores lost Damage Points at the rate of one per day, and when the victim is returned to their full points, they are fully restored to their former health (unless they suffered dismemberment or other permanent injury). Naturally healed wounds will leave scars.
Infection occurs especially if the wound is dirty or is a puncture-type wound. Any foreign body left under the flesh guarantees infection.
Infection-
Consider the type of wound. The base chance of infection if wounded is 20%. Modify the % based on the following. Do not roll more than once per day. If the victim rolls successfully the first time, do not roll again unless they are wounded again.
- 10% The wound is well "milked" to bleed it clean, or is cleansed with fresh water or strong spirits.
-5% The wound is dressed against further contamination, after it is cleaned.
+50% The wound was caused by a rusty or otherwise dirty weapon.
+60% The wound is a bite of any kind.
+40% The wound is a scratch made by an animal's claws.
If an infection occurs it must be treated by a healer, or the victim must rely on their own ability to fight it. The % before each type of infection indicates the percent chance, per day after the first day of infection, that the infection will either disappear on its own if it is Mild, or fall to the next milder level of infection. Roll on the chart to determine which type of infection is suffered, and then consult the Infection Types to see the result.
|
1-40 Mild |
|
41-70 Moderate |
|
71-90 Strong |
|
91-00 Severe |
Infection Types--
50% Mild -- Healing rate is reduced to one Damage Point every two days.
30% Moderate -- A mild fever reduces the victim's Endurance Points by half, and their healing rate is reduced as for Mild.
10% Strong -- Healing does not occur, and the sickness reduces the victim's Damage Points by 1 per day. They also suffer a fever that reduces their Endurance by half.
5% Severe-- Damage Points are reduced by 2 per day, and victim is fevered to the point of being unable to walk or otherwise function.
Furthermore, each day that the infection remains, there is a 10% chance that the infection will progress to the next level of severity.