TEXT:  
   
  Injuries and healing 
   
   
  Injuries 
   
  • 
  All injuries are noted by location. (Left upper arm, right hand, thorax etc) 
  • 
  One location can have more than one injury. (Left arm can have 12 + 7 IP) Note 
  them as two injuries, don’t add them. 
  • 
  All wounds must be treated by either first aid or medicine. Only minor wounds 
  (1-10 hits) heal without treatment. (1 IP per day/wound) 
  • 
  15 hits or more to one arm or leg hit location (Add injuries on same location) 
  renders that limb useless. (15+ IP to elbow, hand, shoulder etc.) 
  • 
  Add all injuries to determine physical penalty. Divided by ten rounded down 
  (used when rolling vs STATS for fumble, stumble, knockback, shock etc). 
   
   
  Healing 
   
  Healing of wounds is done separately for each wound. 
  There are four ways of healing. 
   
   
   
  A   Naturally without any treatment.  (Max 1 IP/day. No +HP) 
   
   
  B   Naturally with treatment  (Max +5HP/day) 
   
   
  C   Limilates  (Max +8HP/day) 
   
   
  D   Dyshas, isho energy etc  (Max +8HP/day) 
   
   
  If wound is left untreated a CONx4 roll must be made after one day. The result 
  depends on the severity of the injury. Note only minor injuries can heal without 
  treatment. A non-HR result must be re-rolled each day.  
   
   
   
   
   
   
   
   
   
   
   
   
  A
  A
  A
  A
  Result  
  Minor injury  
   
  Serious injury  
  Grievous injury 
   
  CS  
   
   
  HR 4  
   
   
  No deterioration No deterioration 
   
  MS  
   
   
  HR 3  
   
   
  No deterioration Deterioration 
   
  MF  
   
   
  No healing 
   
   
  Deterioration  
  Disease or K2 
  CF  
   
   
  Deterioration  
  Disease or K2  
  K3  
   
  
   
   
   
  Normal treatment requires a first aid roll or a medicine roll. Find result below. 
   
  INJURY 
  DESCRIPTION 
  TREATMENT 
   PEN.   CF 
   MF  MS  CS
  Bruise 
  Minor concussion/squeeze 
  Compress 
       0/0 
     H4   H5  H6  EE 
  Fracture 
  Hairline/simple Fracture 
  Splint 
    -20/0 
     GI 
   MI  H4  H5 
  Crush 
  Compound Fracture/Pulped flesh Surgery 
    -/-40 
  B3+MI  GI  MI 
   H3 
  Minor Cut 
  Shallow Cut 1-2” long 
  Clean/Dress 
       0/0 
     H3 
   H4  H5  H6 
  Serious Cut 
  Cut 2-6” long. Bleeder 
  Clean/Dress 
    -20/0 
     B2 
   H3  H4  H5 
  Grievous Cut 
  Deep/long Cut. Serious Bleeder 
  Surgery 
     -/-20 B4+MI  GI  MI 
   H3 
  Minor Stab 
  Puncture 1” deep 
  Clean/Dress 
       0/0 
     H3 
   H4  H5  H6 
  Serious Stab 
  Puncture 3” deep. Bleeder 
  Clean/Dress 
    -20/0 
     B2 
   MI  H4  H5 
  Grievous Stab 
  Deep Puncture. Serious Bleeder 
  Surgery 
     -/-20 B4+MI  GI  MI 
   H3 
  Minor Burn 
  Severe Sunburn/Minor 1st Degree Compress 
       0/0 
     H4 
   H5  H6  EE 
  Serious Burn 
  Deep 2nd Degree Burn 
  Clean/Dress 
    -20/0 
     H2 
   H3  H4  H5 
  Grievous Burn 
  3rd/4th Degree. Charred Skin/etc 
  Clean/Dress 
    -20/0 
     MI 
   H2  H3  H4 
  Minor Frost 
  Chilled Flesh/Shivering 
  Warming 
       0/0 
     H4 
   H5  H6  EE 
  Serious Frost 
  Frostbite 
  Warming 
       0/0 
     MI 
   H4  H5  H6 
  Grievous Frost 
  Severe Frostbite/Black Flesh 
  Amputate 
     -/-40     - 
    - 
    - 
    - 
  Minor Bite 
  Shallow/Ragged Tear/claw 
  Clean/Dress 
       0/0 
     H3 
   H4  H5  EE 
  Serious Bite 
  Deep/Ragged Bleeder 
  Clean/Dress 
    -20/0 
       GI  MI  H4  H5 
  Grievous Bite 
  Flesh Removed. Serious Bleeder Surgery 
    -/-30 
  B4+MI  GI  MI 
   H3 
  Amp.Infect. etc 
  Sterilize/Seal Wound with Fire 
  Saturization 
   -30/0 
  -2 HR  -1 
   +1 
   +2 
  Bleeding 
  Bloodloss. B1-B3 
  Bandages 
      0/0 
    +1B   - 
  stop  stop
  Serious Bleeder Bloodloss. B4+ 
  Surgery, Sat, etc   -/-20 
    +1B   - 
  -½B  stop
   
   
  Grey areas/injuries can only be treated by someone with Medicine skill. 
  Number before slash is First Aid penalty. Number after slash is Medicine penalty. 
   
  After a wound has been treated a healing roll must be made after the first day. 
  Roll 1D100 vs CONxHR. Check result below. The wound will heal at this rate +- 
  1-3 points depending on conditions during the healing period. The GM might call 
  for a new healing roll if there is reason for one. Normally after each new 
  combat/extreme exhaustion. 
   
  Healing roll 
   
   
   
   
   
   
   
  NOTE: Write the Injury Points (IP), Healing Rate (HR), Healing Points(HP) and 
  tick the Infection box on the character sheet when any of these occur. 
  Any extra HP received from dyshas, limilates or any other source are added to 
  the normal HP and all * are noted in the * box. 
   
  Travelling, fighting and adventuring isn’t good for a persons recovery, while bed 
  rest and the tending hands of laysis is. The following HP modifiers exist. 
  CF: If this is an open wound (16+burn or cut, stab, bite of 6+) 
  it is infected. Reduce HR by 1. See infections.  
  MF: No healing for 1D3 days. Re-roll after that period. 
  MS: Reduce IP with 2 per day. 
  CS: Reduce IP with 3 per day. 
  B
  B
  B
  B    
  
   
   
   
  Healing modifiers: 
   
   
   
   
   
   
   
   
  Words and terms 
   
  Compress  
   
  Apply cold compress for 5D6 minutes. 
  Clean/Dress 
  Clean and dress wound. Requires water and bandages. Takes 
  3D6 minutes. Sutures needed for 11+ IP wounds. Needle and 
  thread needed. 
  Surgery 
  Includes Clean/Dress. Requires sharp knives, etc. Takes 10D6 
  minutes. Patient must make a E3 shock roll. 
  Splint 
  Setting bones and splinting. Takes 5D6 minutes. 
  Warming 
  Gentle warming of injury for 1D3 hours. 
  Amputate 
  Must be used to treat Grievous Frost and might be used to 
  spread disease. Roll for amputation success. New IP and 
  bloodloss will occur. 
   
   
   
   
   
   
   
   
   
  All amputations require sutures, Clean/Dress etc. 
  The wound can be burned (Cauterisation) to stop the 
  bloodloss.  Treat the new bloodloss and wound as normal. In 
  all amputation cases the patient must roll an   E5 shock roll. 
  Cauterisation 
  Sealing or sterilizing a wound with a metallic object and fire or 
  hot tar. It is an additional treatment given after the normal 
  treatment above. A –30/0 First Aid/Medicine roll is made. See 
  table above for result. The patient must make an E3 shock roll.  
  Blood reg. 
  Always HR 6. Heals like all other wounds. Roll for healing 
  points. All bleeding must be tended to though, in order to stop 
  the accumulating bleeding. Serious bleeding requires a 
  Medical skill roll. See normal treatment. 
   
  Infection 
  An infection roll can be called upon by the sholari if a 
  wounded character is subjected to filthy and unhygienic 
  conditions. The infection roll is 1D100 under CONx every 
  wounds HR. An infection roll is made every day the wound is 
  CF: 1D10+25/B6 
   
  MS: 1D10+15/B4 
  MF: 1D10+20/B5 
   
  CS: 1D10+10/B3 
  Rest and laysis/enclep care  
  +2 HP 
  Normal rest. Bed rest 
   
   
  +1 HP 
  Normal  activity  
   
   
        +-0 HP 
  Travelling/marching 
   
   
   -1 HP 
  Extreme physical exhaustion 
   -3 HP 
  (Jungle travel, combat etc.) 
   
  NOTE: Negative HP isn’t possible. 
  
   
   
  infected, until the patient dies or recovers from the infection. 
  No healing can be done while infected. 
   
   
   
   
   
   
   
   
   
   
   
   
  CCCC Healing with the help of limilates is swifter but sometimes more dangerous than 
  the normal healing. A limilate can heal a wound in different ways.  
  • 
  Instant IP recovery on all wounds or sometimes only on one wound. 
  • 
  Increased HP. Just raise the wounds HP with the points given. 
  • 
  Increasing HR. Just raise the wound(s) HR. A new healing roll is made. 
  • 
  Clotting. Reduces bloodloss with a certain number of points, or heals 
  bloodloss IP. 
  • 
  Other special effects such as mending broken/shattered bones (Reducing 
  IP to 10), etc. 
  All limilates give * to the wound which are noted next to the wound. 
  Three *´s constitute a health and mutation hazard. Roll to determine: 
   
  Mutation Roll  
   
   
   
   
   
   
   
   
   
   
  The healing dysha restores 4 IP instantly and adds 1 HP to the wound. 
  Only one wound is affected per dysha. The dysha can be bundled adding 
  2 to the IP instantly restored and 1 additional HP. A healing dysha gives one *.   
  A bundled dysha gives one * per bundling. 
  There exists other forms of dysha or isho healing (Shantic artefacts, strange 
  shantic dyshas etc) but these have details regarding healing. 
   
  CF: Reduce HR for that wound by 2. If the HR drops 
  to 0 the patient dies of gangrene/blood poisoning 
  etc. 40% chance of infection to spread to other parts 
  of the body/wounds. 
  MF: Reduce HR by 1, with same effects as CF, except 
  the chance of spreading the infection is 20% 
  MS: Increase HR by 1. If back to ”normal” HR the 
  infection is defeated. 
  CS: Increase HR by 2, as above. 
  C
  C
  C
  C    
  D
  D
  D
  D
  Roll 3D6 vs CON (Add 1 for every * above three.) 
  < CON  
  No mutation. 
  > CON 
  Minor mutation. Only small quirk, visible abnormality. Healed wrongly, 
  lumpy, discoloured etc. 
  5>CON 
  Terrible, maybe fatal mutation. Extra finger, overgrown eye, bloodcancer, 
  gruesome abnormality when wound heals wrongly. Comeliness penalty. 
  
SOURCE: textdata/thevault/Sky Realms of Jorune/Sky Realms of Jorune - Injuries and Healing.pdf