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First Aid – Injury, Illness and Wounds

First Aid is the skill used to treat injury and wounds. Injuries are penalties that add a Tears cost to actions, Illness adds a Sweat Cost. Wounds cap your Life Force values until healed.

All wounds and injuries do not take effect until the current combat is resolved.

Injuries

Cause:

Any Enhanced Damage melee attack increases the characters Injury level by 1.

Any Maximum Damage melee attack increases the characters injury level by 2.

Traps or perils may cause injury, see the specific description

Injury Levels

UntreatedTreatedDays to Heal
Level 121+1
Level 232+3
Level 353+7
Level 4105+14
Level 52010+30

Wounds

Wounds are typically caused by being shot, but could also occur from other causes as specified.

Cause

Any Enhanced Damage shooting attack increases the characters Wound level by 1.

Any Maximum Damage shooting attack increases the characters Wound level by 2.

Traps or perils may cause injury, see the specific description

Wound Levels

UntreatedTreatedDays to Heal
Level 1-10B, -10S-5B+1
Level 2-15B, -15S-5B, -10S+3
Level 3-20B, -20S-10B, -15S+7
Level 4-30B, -30S-15B, -20S+14
Level 5-35B, -35S-25B, -25S+30
*Note – Wounds cannot reduce a character to less than 5 blood or 5 tears.

Healing

Over time wounds, illnesses and injuries heal. Once the total days to heal for a specific category drop below the threshold, the severity is reduced.

Healing cannot start until the wound or injuries is treated.

Level 1 – 1 Day Left to Heal

Level 2 – 4 Days

Level 3 – 11 Days

Level 4 – 25 Days

First Aid – Casting (Sweat)

Using the First Aid action on a wound or injury reduces the penalty and days to heal. Each wound or injury may only be treated once with First Aid.

Buy-In

  • Low: 2S + Bandage
  • Mid: 2S + Bandage
  • High: 1S + Bandage
  • Expert: Bandage

Action Point Modifier

  • Low: 1 x Check
  • Mid: 1.5 x (round down)
  • High: 2x
  • Expert: 3x

Results:

1st Action Point – Wound or Injury is Treated

2nd or More Action Points – subtract 1 Day duration for each AP

Consumables

  • Bandage
    • Treats Wounds or Injuries
  • Improvised Bandage
    • Treats Wounds or Injuries
    • Requires Mid First Aid Skill
  • Splint
    • Treats Injuries
    • Reduces Healing Times by 5 Days, to max 1 day remaining
  • Improvised Splint
    • Treats Injuries
    • Reduces Healing Time by 2 Days, to max 1 day remaining
    • Requires Expert First Aid Skill
  • Sutures
    • Treats Wounds
    • Reduces Healing Time by 5 days, to max 1 day remaining
    • Requires Expert First Aid Skill

Cauterize – Skill

Seals untreated wounds quickly with fire but cause a potential injury instead.

Buy-In

Low-Mid: 3 Sweat + Hot Iron, Burning Stick or Gun Powder

High-Expert: 1 Sweat + Hot Iron, Burning Stick or Gun Powder

Cards

  • Low: 1
  • Mid: 2
  • High: 2
  • Expert: 3

Break:

  • Level 1 Wound: 16
  • Level 2 Wound: 20
  • Level 3 Wound: 25
  • Level 4 Wound: 30
  • Level 5 Wound: 35
  • High and Expert Treat Wounds as if 1 level lower.

Resolution:

No bet: No action taken

Under Break by >5: Wound Untreated, add +2 to injuries

Under Break by >3: Wound Untreated, add +2 to injuries

Under Break by 1: Wound Untreated

Make Break: Wound Treated

Over Break by >3: Reduce Wound Level by 2, add +2 to injuries

Over Break by >5: Reduce Wound level by 2, add +1 to injuries

Over Break by >10: Reduce Wound Level by 3 add +1 to injuries

Over Break by >15: Reduce Wound Level by 3, no increase injury

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