Daniel D. Fox
Explorer
Today, we look at the healing rules in ZWEIHÄNDER. Note while this does not reflect the final language in the book, but it does address specifically injury, wounds and how to recover. Specific rules for use of the Heal skill are covered under the Heal skill entry, and are not outlined here. Additionally, it has been condensed for clarity and does not include information for infection or the Critical Injury table.
Feedback and criticism welcome!
Healing Wounds
When you've been injured, you suffer from one of these four conditions. If you're not injured, you're Unharmed. You're Lightly Wounded when your Wound value is equal to 4 or above. If your Wound value is between 3 to 0, you are Seriously Wounded. If your Wound value is -1 or below, you're Critically Wounded.
Be sure to call out your wounded condition every time after you've taken tally of your Wound value after injury, but do not indicate what your Wound value currently is. This allows other players to visualize what your condition is without directly sharing the values. The only time you will indicate your current Wound value is if you've been Critically Wounded. Negative values indicate a more serious level of injury. Track your negative Wound value. The GM will tell you what the effects are of the Critical Wound, or once you are dead.
Wounded characters can only be treated successfully by the Heal skill once; the rest is up to the victim or use of magic. Critical failures on a skill test always result in harm, dealing 1 damage regardless of Toughness. Heal skill tests are always modified by a measure of circumstance, as indicated under the Heal skill listing (pg. 120) in the previous chapter. If left untreated, wounds can become infected if the GM is using the optional rules for Infection.
Lightly Wounded
Your Wound value is 4 or above, until your Unharmed. You mend 1 wound every day naturally, or your Toughness bonus if you do nothing but rest without interruption. If someone uses the Heal skill on you, you gain back a number of wounds equal to the healer's Intelligence bonus plus an additional wound on a critical success.
Seriously Wounded
Your Wound value is either 3, 2, 1 or 0. You mend 1 wound every three days naturally, or your Toughness bonus if you do nothing but rest without interruption. If someone uses the Heal skill on you, you gain back 1 wound plus an additional wound on a critical success.
Critically Wounded
Your Wound value is -1 or more. You suffer a Critical Wound from the Injuries table. You mend 1 wound every seven days naturally, or your Toughness bonus if you do nothing but rest without interruption. Critical Wounds can only be treated by someone with both the Heal skill and the Surgery talent. If someone successfully uses the Heal skill on you within one hour of being Critically Wounded, you are instantly restored to 1 Wound point plus an additional wound on a critical success. Otherwise, they mend you for 1 wound plus an additional wound on a critical success.
Feedback and criticism welcome!
Healing Wounds
When you've been injured, you suffer from one of these four conditions. If you're not injured, you're Unharmed. You're Lightly Wounded when your Wound value is equal to 4 or above. If your Wound value is between 3 to 0, you are Seriously Wounded. If your Wound value is -1 or below, you're Critically Wounded.
Be sure to call out your wounded condition every time after you've taken tally of your Wound value after injury, but do not indicate what your Wound value currently is. This allows other players to visualize what your condition is without directly sharing the values. The only time you will indicate your current Wound value is if you've been Critically Wounded. Negative values indicate a more serious level of injury. Track your negative Wound value. The GM will tell you what the effects are of the Critical Wound, or once you are dead.
Wounded characters can only be treated successfully by the Heal skill once; the rest is up to the victim or use of magic. Critical failures on a skill test always result in harm, dealing 1 damage regardless of Toughness. Heal skill tests are always modified by a measure of circumstance, as indicated under the Heal skill listing (pg. 120) in the previous chapter. If left untreated, wounds can become infected if the GM is using the optional rules for Infection.
Lightly Wounded
Your Wound value is 4 or above, until your Unharmed. You mend 1 wound every day naturally, or your Toughness bonus if you do nothing but rest without interruption. If someone uses the Heal skill on you, you gain back a number of wounds equal to the healer's Intelligence bonus plus an additional wound on a critical success.
Seriously Wounded
Your Wound value is either 3, 2, 1 or 0. You mend 1 wound every three days naturally, or your Toughness bonus if you do nothing but rest without interruption. If someone uses the Heal skill on you, you gain back 1 wound plus an additional wound on a critical success.
Critically Wounded
Your Wound value is -1 or more. You suffer a Critical Wound from the Injuries table. You mend 1 wound every seven days naturally, or your Toughness bonus if you do nothing but rest without interruption. Critical Wounds can only be treated by someone with both the Heal skill and the Surgery talent. If someone successfully uses the Heal skill on you within one hour of being Critically Wounded, you are instantly restored to 1 Wound point plus an additional wound on a critical success. Otherwise, they mend you for 1 wound plus an additional wound on a critical success.