If you are handed an INFECTION card, you have gained some kind of illness or infection. This can be as a result of combat or contact with some other unpleasantness. The card will give details on how you should roleplay this infection. The back of the card can only be read by a Doctor with the General Practitioner or Pathologist skill, and can only be removed by someone with the Surgery skill.
If you are handed a TRAUMA card, you can gained a serious physical injury or ailment. This can be as a result of combat or other in-game actions. The card will give details on how you should roleplay this trauma, if you are conscious to do so. Identification and diagnosis of the TRAUMA card can only be performed by a Doctor with the General Practitioner or Surgery skill, and can only be removed by someone with the Surgery skill.
In some circumstances, a negative state will take permanent effect over your character. This can include a permanently crippled limb, loss of hearing, and other such states. You will receive a PERMANENT EFFECT card should this apply to your character. These effects cannot be healed by any standard medical means.
If a patient dies while under the care of a doctor or team of doctors, the doctor/medical team will lose 1SP unless they have a skill that prevents them from doing so.
In this world, there are three basic known types of medication that were developed before humanity collapsed, and can still be found as working today:
INSTA-SCAR: A medication that helps wounds close over at a very fast rate. This will close up a bleeding wound when applied and return it to 0HP within ten seconds. This is a liquid medication that is pale blue in colour.
ANTIDOTE: A good all-rounder when dealing with most types of poisons. Administered orally by a doctor, this should purge most poisons within 30 seconds. This is a liquid medication that is pale green in colour.
BOOST: Administered via injection, this medication boosts the immune system and increases the body’s ability to heal, returning 1HP to all locations within ten seconds per dose. This is a liquid medication that is pale orange in colour.
Other medications may exist, but must be found in play. Medications can be identified by a MEDICINE sticker/lammie.
Surgery cannot be performed 'in the field', and it is important when surgeons come to a site that they identify a suitable location for surgery. The Medical NPC will be able to assist with this and determine whether a chosen location will suffice.
When a character receives a Trauma Card, this will require Surgery to remove. Surgery may require the presence of an NPC or Ref to oversee, and the card will state if this is the case.
In the case of Trauma Cards that require an NPC, if one is not available, your patient will not be penalised as a result of the lack of available NPC. If the Medical NPC is not present, another NPC or the Head Referee will be able to step in and assist.
Under supervision of a doctor, 3 non-bleeding patients (on 0HP or higher) can slowly recover all their hits through natural means after ten minutes of inactivity. Patients can talk, move within 30 feet of the doctor, eat and drink and otherwise rest. They cannot get involved in using any of their skills,. Becoming involved in combat (either by being struck, or using a weapon/shield to defend yourself from being struck) will reset the thirty minute timer on this skill.
STOPPING BLEED OUT
Doctors can spend thirty seconds stitching, stapling or gluing a bleeding wound closed to return a patient to 0HP. The bleed out clock on the patient will pause while the Doctor is working, but will resume if they are interrupted.