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(TFT) Experimental Injury and Healing rules - comments appreciated.



Introduction
I intended to send these out a while ago, but never quite finished them
until very recently. These purely optional and experimental rules are
intended to provide a playable, semi-realistic way of addressing injuries
and healing in TFT, particularly in regards to very serious injuries and
magical healing, neither of which is treated well in TFT. A second goal was
to rationalize healing related rules, and make them wholly consistent and
logical (i.e. this harkens back to the discussion about why it simply made
no rational sense that a wizard can raise the dead and yet be wholly
incapable of healing so much as a hang nail - violently illogical, to put it
mildly)

Whether I met this last goal or not is a wholly different matter, but that
was what I was trying to do, anyway.

At the same time, the rules are intended to be fast and playable, without
necessarily being slavishly realistic. For example, no attempt is made to
distinguish between, say, damage inflicted by fire vs. a severe weapon blow.
Either it is a normal or grave wound, and is distinguished by the amount of
damage alone.

Besides coming up with an (I hope) improved method of handling damage, I
also wanted to come up with a set of spells for magic healing that fell
between the extremes of brutal no magical healing at all on one end and D&D
style overabundance on the other. I hate violent extremes, and prefer a more
logical middle ground approach.

Also, I think my approach on handling effects of injuries is a little better
in that it emphasizes strength more. Under the old rules, there is no
difference between a 10 or a 15 strength in terms of effects: 5 points gives
a penalty and 8 knocks you down. Now that I have based this on a fraction of
ST, it makes ST worth a bit more, since even a point or two increase will
impact your wound effects threshold. Those of you who have complained about
how ST is less important than DX should like this (if nothing else).

While these rules will no doubt require correction, I feel the approach is
correct. There is a firm limit on the number of spells that may be cast on a
given individual (1 per day) and those spells can be fairly expensive in
terms of ST cost. Further, the spells in question will not be commonplace
(IQ 16 and up). Thus, it simply cannot get out of hand in the manner of D&D
healing, period.

I also wanted to make firm demarcations between magical and non-magical
healing "potions" - with the non-magical ones made by Master Physickers
simply speeding healing and the magical ones, made by alchemists, providing
a much more miraculous recovery. While requiring more record keeping than
before, I do not think it is too difficult.

Note that some material is taken directly from TFT and Interplay articles.
While I do not want to violate copyright, at the same time I do not want to
waste time and energy sending folks here there and everywhere just to
reference stuff from the rules.  I figure if HT wants to sue me, he can
crawl out from underneath whatever rock he is hiding under and do so -
though I think since this is for reference purposes it may fall under fair
use anyway. In any case, these are not always taken verbatim - I have made
detail changes in order to make things consistent, so do not assume that
something that looks like straight TFT actually is.

Comments welcome.

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4.3 REACTIONS TO INJURY.
A figure that takes sufficient "hits" to lower its ST to zero is considered
to be unconscious (but see optional rule in section 4.3.1). Death does not
occur until brought down to minus 1/3 of basic ST (drop all fractions) up to
a maximum of -12 ST. Thus, a figure with 10 ST could take 9 damage and still
be conscious and able to act, albeit with penalties as noted under "Effects
of Injury," below. If the figure took one more point of damage, it would be
unconscious at zero ST. Another three damage could still be sustained by the
figure and remain alive but unconscious. If one more point of damage were
then received, the figure would be dead.

Effects of Injury
Body Hits:
1/2 - 2/3 ST damage in one turn from any number of sources: -2 adjDX on next
turn ONLY
2/3 ST or more damage in one turn from any number of sources: knocked down

Limb Hits:
Less than 1/2 ST damage from a single attack - roll number of dice equal to
original damage vs. ST to avoid dropping held item for a arm hit or, for a
leg hit, falling down.
3/4 ST or more damage from a single attack; limb permanently crippled or
lost.

Head Hits
In addition to damage, roll number of dice equal to damage vs. ST or lose
consciousness

For all figures:
ST reduced to 3 ST or less: -3 to adjDX
ST reduced to 0: Unconscious
ST reduced below negative 1/3 of Basic ST (to a maximum of -12): Dead

Grave Wounds
A figure that receives a SINGLE injury that inflicts damage equal to or
greater than = of the figure's basic ST suffers, in addition to the
penalties noted above, a Grave Wound. Such a wound is very serious, and
heals much more slowly than normal lesser injuries. Good examples would be
serious burns or broken bones, which can require many months to heal fully.
A grave wound will heal at a rate of 1 point every 4 days - only salves,
magical healing or a Physicker can speed this up. Further, all normal wounds
must heal up before serious healing begins for the grave wound. Note that
this requires the additional record keeping, since damage attributed to a
Grave Wound must be recorded separately from other lesser injuries.
While the character is recovering from a Grave Wound, they have a -4 to DX,
to reflect general stiffness, unwillingness to stress the wound, etc. A limb
suffering a Grave Wound is rendered useless until healed.

An alternate approach that is less realistic but requires less record
keeping is to assume that any figure that takes more than 2/3 its basic ST
in damage is to be considered gravely wounded, with all of the penalties
noted above.

Optional Rule: Lingering Injuries
Any grave wound may cause a lingering injury that impairs the victim in some
manner. For example, a severe leg wound, even if it does not cause loss of
the limb, might force a permanent limp. Here are some guidelines; roll d6
for each:

HEAD: 1-2 no lingering wound, 3-4 lose an eye (-4 DX with any thrown or
missile attack and one side hex - left or right depending on which eye was
lost - is treated as a rear hex), 5-6 minor brain damage lose 1 IQ point (2
if blow did 2/3 basic ST or more in damage).
ARM: 1-2 no lingering wound, 3-6 weak arm. Any weapon (one or two handed)
used by this arm is at -1 to hit and damage; any shield is at -1
effectiveness.
LEG: 1-2 no lingering wound, 3-5 permanent limp - reduce MA by 1, 6 severe
limp; reduce MA by 3 and must use a staff or cane.
TORSO: 1-2 no lingering wound, 3-5 lose 1 ST point (2 if blow did 2/3 basic
ST or more in damage), 6 same as for a roll of 3-5, but also lose 1 point of
DX.

All attribute points lost as a result of a lingering wound may be recovered
normally through experience, but the "lost" point is still counted towards
the character's point total. For example, a 36 point character loses one IQ
from a severe head wound. Though he is now really a 35 point character, for
experience purposes he is still treated as a 36 point character. Casting a
REGROWTH spell on the figure will regain the lost attribute point and
eliminate this penalty. Note that this rule assumes one is keeping track of
individual grave wounds - if one is using the optional simplified rule then
the GM should use his best judgment to assign a location (for example, a ST
11 figure takes 3 damage to the leg and 6 to the torso - assume any
lingering wound is to the torso) and ignore supplemental results for wounds
doing 2/3 basic ST or more in damage.

4.3.1 OPTIONAL RULE: REMAINING CONSCIOUS IN SPITE OF INJURIES.
Ordinarily, taking damage that reduces your ST down to zero makes you
unconscious. However, any creature at zero or negative ST, but not actually
dead, can make a check against basic ST to stay conscious. At zero, roll 3
dice to save. For each point below zero, add one die to this check. If at
any time it is failed, the creature becomes unconscious. Otherwise, the
creature can act normally save for the -3 DX penalty for being at less than
3 ST.

4.3.2 REST AND HEALING

4.3.2.1 NORMAL HEALING
A figure may recover damage from regular injuries at a normal rate of =
point per day of bed rest for every 8 points of basic ST the figure has. If
the figure is active, or otherwise not resting, this rate is halved. Note
that grave wounds (q.v.) heal at HALF the above rate per day of bed rest and
will not heal at all if active in any way.

4.3.2.2 RECOVERING FROM ZERO OR NEGATIVE ST.
If a figure is at zero or below and is NOT being actively tended to, a 3 die
check vs. basic ST must be made every day it is unconscious until a positive
total is reached, or a ST check is failed. If a check is failed, take 1 more
point of damage. Note that normal healing is one point every two days.
Assuming nothing else happens and enough ST checks are successful, a
creature will recover; thus, someone or something left for dead MAY survive
and come back for revenge!

4.3.4 "RECOVERING" FROM DEATH.
There are a few means by which a slain character may be brought back from
death, as detailed below.

4.3.4.1 PHYSICKER REVIVAL.
This is essentially a method of emergency medical care that may help an
otherwise slain character cling to life. It involves procedures similar to
modern CPR that keep the vital organs working. This will not work on any
figure dead for more than 10 minutes. The basic skill check is to roll 6
dice vs. combined DX and IQ, modified as follows:

For every ST point below minus 1/3 ST:  +1 die
Master Physicker working alone:  -1 die
2 Physickers working together:   -1 die (average their DX and IQ)
1 Physicker and 1 Master Physicker:  -2 dice (use higher attributes)
2 Master Physickers:    -3 dice (use higher attributes)
Figure dead less than 12 turns (1 minute): no modifier
Figure dead 1 to 5 minutes:   +1 die
Figure dead 5 to 7 minutes:   +2 dice
Figure dead 7 to 10 minutes:   +3 dice
Healing elixir used (maximum of 3):  -1 die each

Note that the revival roll may never be reduced to less than 4 dice. If the
physicker(s) make the dice roll, the character is unconscious at ST 0. Any
further healing of wounds must come from Healing Potions, Salves, or rest.
If the figure who was revived has lost some of their ST from fatigue, that
ST is regained at the usual rate of 1 ST every 15 minutes. The Barber talent
(q.v.) does not allow one to perform Physicker Revival. Any figure revived
through this method must make a 4 die save vs. basic ST, or lose 1 ST
permanently, or at least until regained by more experience.
Further, any figure dead over 5 minutes loses 1 IQ point for every minute
over 5 that they were dead. These points may also be regained through
experience.
If the revived figure is moved more than 3 megahexes, they must make a 3 die
ST roll using their new starting HT or take 1 die of damage, which may kill
them (again). The physicker may try to re-revive (ha!) the hapless patient,
but the roll will be with a starting 1 die penalty (i.e. the base roll will
be 7 dice).
No more than 2 physickers may work on any 1 figure. The entire process takes
5 minutes. The roll is made at the end of that time, to see if it was
successful.

4.3.4.2 REVIVAL SPELL.
See spell description in Advanced Wizard for more details.

4.3.4.3 OTHER MAGICAL MEANS.
This includes using a Wish and the Revival potion. The potion is treated
exactly like the spell; see above. The Wish works best of all methods. If
administered within one hour to a corpse that was within 3 ST of being
alive, there is no loss of attributes. If used on a more damaged body or
more than one hour after death, but less than 12 hours, lose attributes
normally. A Wish is ineffective if used after 12 hours. Also, in the case of
death by poison, the Universal Antidote will restore the unfortunate victim.
If applied within 5 minutes, there is no attribute loss. Otherwise, if used
within one hour it may revive the victim normally.

HEALING TALENTS
BARBER (1). Healer's ability. This is the basic physickering skill that
covers how to take care of wounds. A character with this talent can heal one
point of normal wounds (not exhaustion) after combat or an accident. He MUST
have a Physicker's Kit to do so. Efforts of more than one Barber or
Physicker/Master Physicker on the same wounded figure are NOT cumulative.
Example: A figure receives a normal wound. No matter how many
Barbers/Physickers there are in the group, only one may treat him. However,
if he later takes another wound in a different mishap, he can again be
healed. It takes 5 minutes to heal 1 hit. A figure suffering a grave wound
(q.v.) will not be helped as much. A Barber's attempts at healing a grave
wound only contribute the equivalent of a single day of bed rest towards
recovery. It is possible to heal one hit of normal wounds AND contribute a
day of healing towards a grave wound, though it does take five minutes for
each attempt. Barbers are unable to treat diseases. NOTE: a Barber,
Physicker or Master Physicker can work on his own wounds just as he can
another's. Also, the Barber must make a 3-die roll vs. DX; if the roll is
failed NO damage is healed. On a 17 or 18 a point of damage is INFLICTED to
the patient.

PHYSICKER (2). Represents a greater medical knowledge than Barbering,
covering not only wound treatment, but disease, etc. A Physicker can heal up
to 2 points of normal wounds on any humanoid figure after any combat or
accident, or give the equivalent of 2 days of bedrest towards healing a
grave wound (q.v.). It takes 5 minutes to heal 2 hits, and the Physicker
must have a Physicker's Kit. Note that if figure suffers a single point
wound from an incident, the extra point of healing may NOT be applied to a
previous wound that was already treated (i.e. a figure takes 5 points in
combat, and is healed of 2 hits. Later, the figure takes another point from
some other cause. Only this single hit is healed - the extra point may not
be applied to the earlier wound and is lost). A DX check must be made as per
Barber; failure means only one point is healed, and a 17 or 18 means one
point is inflicted on the patient. The Physicker talent also allows a chance
to treat or cure diseases. Each disease has a die roll associated with it;
the healer must roll that number of dice under his IQ to succeed. Only one
Physicker or Master Physicker may work on a disease patient at a time.
Having the Naturalist or Expert Naturalist talent subtracts one die (the
herbalist knowledge helps). A successful roll allows the Physicker to cure
(or, if incurable, treat it and relieve symptoms - GM's discretion) the
disease. Prerequisite: BARBER.

MASTER PHYSICKER (2). A thorough knowledge of medicine. You must already be
a Physicker. A Master Physicker can heal 3 hits if he has a Physicker's Kit,
or 1 hit even WITHOUT such a kit. Either way, it takes 5 minutes. In
addition, the Master Physicker, with a Physicker's Kit, may heal one point
of grave wound (q.v.) injury. A Master Physicker can also make the Healing
Salve as though he were a Chemist. He can treat diseases as per Physicker,
but with a better chance for a cure. Roll one less die with the same
modifiers for Naturalist/Expert Naturalist. When making the DX check for
healing, a failure means one less hit was healed (i.e. only 2 if using the
Physicker Kit and none if without) but only a roll of 18 will result in a
point of damage to the patient.

HEALING AND CURING MAGIC/SPELLS
IQ 16 HEAL (T) This spell will heal damage inflicted by wounds or injuries.
Costs 4 ST per point restored, up to a maximum of three points per day with
this spell per subject. Note that the mage may heal more than one subject
but the same subject may only receive one Heal spell per day. Figures with
this spell and the Physicker talent may heal up to 4 points per subject,
while a Master Physicker can heal 5. Note that this can be in addition to
normal physicker healing. thus, a Master Physicker with this spell may heal
a total of 8 damage. However, this only applies to "normal" injuries - this
spell has very little effect on grave wounds (q.v.). Each point healed with
this spell applied to a grave wound simply counts as a single day of rest
towards healing a point of grave wound damage (i.e. a Heal spell is used to
heal three points of damage. Applied to a grave wound, it simply means the
subject has a total of 3 days rest towards healing a single point of that
wound.

IQ 17 CLEANSING (T) This spell will kill all small life forms (disease
germs, vermin, etc.) within the specified area. Up to 7 connected hexes may
be cleansed with one spell, at a ST cost of 20 per hex. This spell will make
moldy food safe to eat, cure a plague victim, vampire, or werewolf, or kill
off the lice in your garments. It will NOT affect poisons or make something
inedible good to eat.
Any living being wholly within the cleansed area will be killed, EXCEPT
those specifically named by the wizard who casts the spell ... thus, this
spell can be used as a weapon in emergencies. However, you can't kill a
dragon by cleansing ONE of his hexes!
Unfortunately, the spell always puts 1 die of damage even on the
individual(s) the wizard does not want to injure, so there is a risk
involved when a very weak individual is cured this way.

IQ 18 GREAT HEALING (T) Intended primarily to heal grave wounds (q.v.) this
spell will heal up to 6 points of any damage (normal or grave wound) at a
cost of 8 ST per point healed. Note that, as for Healing, a Physicker may
heal up to 7 points and a Master Physicker up to 8. The restrictions on
usage are the same for this spell as for Healing, above. Also, the same
restrictions apply in mixing the two spells (i.e. one cannot use Heal and
Great Healing together in the same day).

IQ 19 REVIVAL (T) This spell will restore any dead creature to life,
provided death took place less than an hour ago. The spell cures all minor
wounds and diseases and leaves its subject unconscious with a ST of 1. It
will NOT restore youth.
For revival to succeed, most or all of the body must be present. If the body
has been severely burned, mangled, or otherwise damaged, or if limbs are
lost, the wizard must make his DX roll on FOUR dice. Revival does NOT
restore missing limbs, though if severed parts are present they will be
reattached with the body as part of the spell. Further, this spell may, in a
pinch, be used to reattach a severed limb to a still living subject. To do
this the severed limb must be present and the spell cast within one hour of
loss. A successful roll reattaches the limb and only costs 30 ST. There is
no loss in attribute points, in this case. The newly reattached limb will
require a full day before it can be used.
The character who is revived loses 5 points from some attribute or
combination of attributes.
No way has ever been found to make this spell work when read from a scroll.
ST cost: 50.

IQ 20 REGROWTH (T) Allows subject to re-grow totally lost limbs, organs,
etc. Cost 40 ST to cast. Requires one week for the lost part to grow back.
Note that if the limb is present (i.e. the limb was simply crippled but
attached to the torso, or severed but present and otherwise "fresh")
restoration will be immediate, and the spell will only cost 20 ST to cast.
This spell will also immediately restore any grave wounds (q.v.) sustained
by the subject, or remove any lingering injuries (q.v.) for a cost of 20 ST
each. This spell, like Revival, cannot be made to work from a scroll.

OTHER HEALING
HEALING SALVE: This is an ointment or poultice containing various herbs that
promote healing, reduce pain, and inhibit infection. A dose of salve takes
one minute to apply, and will heal one point of normal injury from a single
wounding episode. For grave wounds (q.v.) the salve is much less effective,
only counting as one day's worth of bed rest (see Healing spell). The salve
may also be used to speed healing. If one dose of salve is applied per day
of bed rest, an additional < point of damage is healed from either normal or
grave wounds. Requires $107 of common materials and 1 week. A Chemist or a
Master Physicker may make this. Cost: $150 per dose.

HEALING ELIXIR: A magical potion that can heal any sort of wound or injury.
May be ingested or poured directly onto a wound. One dose will heal one
point of damage, either normal or grave wound. Requires $340 in ingredients
and Alchemy. Cost: $600 per dose.

ELIXIR OF HEALTH: This very potent potion will heal 1d+1 of normal or grave
wound damage, and also cure any disease. Will not affect poisons, however -
see UNIVERSAL ANTIDOTE. Requires $1300 in ingredients and Alchemy. Cost:
$2800 per dose.

POISON ANTIDOTE: A specific antidote to specific poisons. It is not
universal and is intended to treat specific types of venom (Giant Scorpion,
Giant Spider, etc.). Requires $185 in
ingredients and Chemist to make. Cost: $250 per dose.

UNIVERSAL ANTIDOTE: One dose of this potion will Cure any damage or harm
from any poison or potion, if taken within 12 turns of the time the
poisoning occurs. Also renders its drinker immune to any poison or noxious
potion for one hour AFTER it is taken. If a character is killed by poison, a
dose of the Universal Antidote poured in his mouth may revive him - see
DEATH. Requires 5 doses Simple Poison ($120 each), 1 dose Corrosive Poison
($500), and 10 weeks. Costs $2,500.

REVIVAL: Can be used in an attempt to revive one dead character, as per the
REVIVAL spell. On a 3 die roll against the corpse's original ST, the revival
is successful. Two doses at once guarantee revival. Requires 4 doses of
Universal Antidote ($2,500 each); 20 doses of Increase ST potion ($450
each); 1 dose Increase IQ potion ($600), and $400 of common materials. Takes
20 weeks to complete; costs $65,000.
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