Injury & Medical Treatment

A Comprehensive Reference Guide

Survivor Camp
💉 An ounce of prevention is worth a pound of cure. Treat injuries early and often!

Quick Reference: Injury Severity

Damage vs Tolerance Injury Level Mechanical Effect Description
= Tolerance Level 1 +5 to relevant rolls Laceration, sprain, concussion
Exceeds by 1-4 Level 1 +5 to relevant rolls Significant tissue damage
Exceeds by 5-8 Level 2 +10 to relevant rolls Deep wound, fracture, severe hemorrhage
Exceeds by 9-12 Level 3 +15 to relevant rolls Arterial bleeding, organ damage, often incapacitated
Exceeds by 13+ Level 4 ☠️ DEATH Exsanguination, organ failure, fatal trauma

Hit Location Table

Roll 1d10 when injury occurs (or attacker chooses on Critical Success):

1
Head
Vision, hearing, consciousness, mental skills
2
Neck/Throat
Breathing, speaking, rapid blood loss
3
Chest
Breathing, movement, all physical actions
4
Abdomen
All physical actions, internal bleeding
5
Back
Movement, spinal injuries, paralysis risk
6
Left Arm
Using left arm, two-handed actions, carrying
7
Right Arm
Using right arm, weapon use, two-handed
8
Left Leg
Movement reduced, balance, Athletics
9
Right Leg
Movement reduced, balance, Athletics
10
Hands/Feet
Fine manipulation, running, specific actions

Injury Types by Damage Source

🔨 Blunt Trauma (Fists, Clubs, Falls, Impacts)

🧠 Head
  • Level 1: Concussion, blurred vision (+5 to Spot/Listen, Nerve-based)
  • Level 2: Severe concussion, disorientation (+10 mental, +5 physical)
  • Level 3: Skull fracture, unconscious (incapacitated)
  • Level 4: Traumatic brain injury (DEATH)
💪 Chest
  • Level 1: Cracked rib, painful breathing (+5 Athletics, Combat)
  • Level 2: Broken ribs, difficulty breathing (+10 all physical)
  • Level 3: Collapsed lung, gasping (+15 all, cannot run)
  • Level 4: Cardiac contusion (DEATH)
🦵 Limbs
  • Level 1: Sprain, reduced mobility (+5 using limb)
  • Level 2: Fracture, severe pain (+10 using limb)
  • Level 3: Compound fracture, bone exposed (+15 physical, unusable)
  • Level 4: Crushed limb, shock (DEATH)
🫁 Abdomen
  • Level 1: Internal bruising, nausea (+5 all physical)
  • Level 2: Internal bleeding, worsening (+10 all)
  • Level 3: Severe hemorrhage (+15 all, bleeding out)
  • Level 4: Ruptured organs (DEATH)

🗡️ Lacerations/Piercing (Blades, Bullets, Arrows)

🧠 Head
  • Level 1: Deep laceration, blood in eyes (+5 Spot/Listen)
  • Level 2: Severe head wound, arterial bleeding (+10 mental)
  • Level 3: Penetrating trauma, brain exposed (dying)
  • Level 4: Cerebral hemorrhage (DEATH)
🔴 Neck/Throat
  • Level 1: Deep laceration (+5 Cajolery, Deceit)
  • Level 2: Arterial nick, bleeding (+10 all)
  • Level 3: Severed artery (unconscious in 1 round, dying)
  • Level 4: Exsanguination (DEATH)
💪 Chest
  • Level 1: Deep laceration (+5 Athletics, Combat)
  • Level 2: Penetrating wound (+10 physical, difficulty breathing)
  • Level 3: Sucking chest wound (+15 all, drowning)
  • Level 4: Heart/vessel punctured (DEATH)
🦵 Limbs
  • Level 1: Deep laceration (+5 using limb)
  • Level 2: Severed muscle/tendon (+10, barely functional)
  • Level 3: Arterial damage, spurting (+15, useless, bleeding out)
  • Level 4: Limb severed (DEATH from blood loss)

🔥 Burns (Fire, Acid, Electricity, Extreme Temps)

🔥 Any Location
  • Level 1: Second-degree burn, blistering (+5 to affected area)
  • Level 2: Third-degree burn, tissue destroyed (+10, severe pain)
  • Level 3: Fourth-degree, muscle/bone exposed (incapacitated, shock)
  • Level 4: Massive burns (>40% body) (DEATH)
SPECIAL: Burns develop infections. Untreated Level 1+ burns escalate by 1 level every 24 hours.

Infection System

What Can Get Infected?

⚠️ HIGH RISK (Open Wounds)
  • Lacerations/piercing injuries
  • Burns (second-degree or worse)
  • Compound fractures
  • Any injury where skin is broken
✓ LOW/NO RISK (Closed)
  • Simple fractures
  • Sprains
  • Concussions
  • Blunt trauma without broken skin

Infection Checks

When to Roll:

  1. Immediately after open wound in contaminated environment
  2. Every 24 hours wound remains untreated
  3. After treating in unsanitary conditions
Roll Survival (Guts + Brawn) • Success = No infection • Failure = Infection develops

Difficulty Modifiers by Environment

EnvironmentDifficulty Dice
Clean, proper first aidNone
Dirty (urban, dusty)+1d4
Contaminated (sewer, swamp)+1d6
Highly contaminated (corpses, toxic waste)+1d8
Disease or poison exposure+1d10
CRITICAL: When infection develops, it becomes a separate injury tracked independently from the wound!
Infection Example
  • Player has Level 1 Laceration (arm): +5 to rolls using arm
  • Infection check fails
  • Player now has TWO injuries:
    • Level 1 Laceration: +5 to arm rolls
    • Level 1 Infection: +5 to all physical rolls
  • Total: +10 when using injured arm

Infection Progression Timeline

First 48 Hours (Untreated)
Level 1 Infection (Infected Wound)

+5 to all physical rolls • Wound red, swollen, warm • Low-grade fever

48-72 Hours (Untreated)
Level 2 Infection (Severe Infection)

+10 to all rolls • Fever, red streaks spreading • Pus, discharge, chills, weakness

72-96 Hours (Untreated)
Level 3 Infection (Sepsis)

+15 to all rolls • Delirium, high fever, confusion • Organs beginning to fail • Incapacitated

96+ Hours (Untreated)
Level 4 Infection (Septic Shock)

☠️ DEATH • Multiple organ failure • Circulatory collapse

Medical Treatment

Required Supplies by Injury Level

Level 1 Injuries
  • Bandages, antiseptic
  • Basic first aid kit
  • Without: +1d6 difficulty
  • Improvised: +1d4 difficulty
Level 2 Injuries
  • Medical supplies, splints, sutures
  • Without: +1d8 or auto-fail
  • Improvised: +1d6 difficulty
Level 3 Injuries
  • Surgical tools, sterile environment
  • Without: Auto-fail
  • Field conditions: +1d8 even with supplies
Infections Level 2+
  • Antibiotics (oral or IV)
  • Without antibiotics: Auto-fail
  • Herbal remedies: +1d6 difficulty

Medical Facilities Bonuses

Facility TypeMedicine Roll Modifier
Field conditionsStandard difficulty (no modifier)
Clean environment-1d4 from difficulty
Medical clinic-1d6 from difficulty
Hospital-1d8 from difficulty
Teaching hospital/Trauma center-1d10 from difficulty

Treatment Difficulty by Injury Level

LevelDifficultyTimeSuccessFailureRecovery
Level 1 Standard 15-30 min Stabilizes, begins healing Escalates to Level 2 3-7 days
Level 2 +1d6 1-2 hours Reduces to Level 1 (1 week) Escalates to Level 3 1-2 weeks
Level 3 +1d8 24-48 hours Stabilizes to Level 2 Escalates to Level 4 (Death) 2-4 weeks
Level 4 +1d10 Days-weeks Extraordinary save to Level 3 ☠️ Character dies Months

Treatment Difficulty by Infection Level

LevelDifficultyTreatmentSuccessRecovery
Level 1 Standard Cleaning, antiseptic, bandages Clears in 2-3 days 2-3 days
Level 2 +1d6 Antibiotics, rest Reduces to Level 1 5-7 days
Level 3 (Sepsis) +1d8 Strong IV antibiotics, hospitalization Reduces to Level 2 1-2 weeks
Level 4 (Septic Shock) +1d10 ICU, vasopressors, ventilator Stabilizes to Level 3 (rare) Rare survival

Injury Escalation

Untreated Wound Timeline

Level 1 → Level 2
12-24 hours

Injuries worsen or become infected

Level 2 → Level 3
6-12 hours

Severe injuries become critical

Level 3 → Level 4
1-6 hours

Critical injuries become fatal

Level 4
Death

Character removed from play

Factors That Accelerate Escalation

Unconsciousness

Causes

While Unconscious

Regaining Consciousness

🕐 Natural Recovery
  • Survival roll every 24 hours
  • Success = regains consciousness
  • Failure = remains unconscious
  • Critical Failure = condition worsens
💉 Medical Intervention
  • Ally makes Medicine roll
  • Standard for shock/trauma
  • +1d6 for severe head trauma
  • +1d8 for critical injuries
  • Success = character awakens

Multiple Injuries

How Penalties Stack

Different Locations

Penalties add together

Example: Broken arm (+10) + Concussion (+5) = +15 when using arm and thinking

Same Location

Use highest penalty only

But track all injuries separately

Level 2 chest (+10) + Level 1 chest (+5) = +10 total, but must treat both

Death from Multiple Injuries:
  • Any single Level 4 = Death
  • 3+ Level 3 injuries = Death from combined trauma/shock
  • 5+ Level 2 injuries = Survival roll or die from shock

Field Medicine (During Combat)

Stabilizing Wounded Allies

Action Cost: One action (cannot attack that turn)
Roll: Medicine (Brains + Heart)
Requires: Bandages, antiseptic (basic first aid kit)

Success:

Limitations:

Field Medicine Example
  • Ally has Level 2 chest wound (+10 penalty)
  • Medic spends action to treat
  • Medicine roll succeeds
  • Wound reduced to Level 1 (+5 penalty)
  • Still injured, but more functional

Recovery & Healing

Healing Timeline (With Treatment)

Injury LevelTreatment RequiredTime to HealProcess
Level 1 Proper medical care 3-7 days with rest Heals completely
Level 2 Professional care 1-2 weeks → Level 1 (1 week) → Heals
Level 3 Hospitalization 2-4 weeks → Level 2 (1 week) → Level 1 → Heals
Level 4 ICU, life support Months (if survive) If stabilized to Level 3, then follows timeline

What "Rest" Means

Light Activity
  • No combat
  • No strenuous activity
  • Can walk, talk, light tasks
Bed Rest
  • Minimal movement
  • Sleep 8-10 hours/day
  • Required for serious injuries
Hospital Care
  • Professional monitoring
  • Proper nutrition, IV fluids
  • Fastest healing

Treatment Examples

Example 1: Simple Laceration

Injury: Level 1 laceration, right arm (knife wound)
Penalty: +5 to rolls using right arm

Treatment:

  • Medicine roll: Standard difficulty
  • Supplies: First aid kit, bandages, antiseptic
  • Time: 20 minutes
  • Success: Wound cleaned, bandaged, stabilized

Recovery: 3 days healing, 7 days fully healed

If Untreated:

  • 12-24 hours: Infection check (Survival roll)
  • If fails: Develops Level 1 Infection (+5 to all physical)
  • 24-48 hours: Escalates to Level 2 laceration (+10 to arm)
Example 2: Gunshot Wound

Injury: Level 2 penetrating chest wound (9mm bullet)
Penalty: +10 to all physical rolls

Treatment:

  • Medicine roll: +1d6 difficulty
  • Supplies: Surgical tools, sterile equipment
  • Facility: Clinic or hospital recommended
  • Time: 2 hours surgery + ongoing care
  • Success: Bullet removed, wound sutured, reduces to Level 1 after 1 week

If Untreated:

  • 6 hours: Infection check (high contamination)
  • 12 hours: Escalates to Level 3 (severe internal bleeding)
  • 18 hours: Level 4 (death) if still untreated
🦠 Example 3: Severe Infection

Injury: Level 2 infection (from untreated burn)
Penalty: +10 to all rolls
Symptoms: High fever, red streaks, pus, weakness

Treatment:

  • Medicine roll: +1d6 difficulty
  • Supplies: Oral or IV antibiotics, fluids
  • Facility: Clinic preferred
  • Time: Immediate treatment, 5-7 days of antibiotics
  • Success: Reduces to Level 1 after 2-3 days → Clears completely

If Untreated:

  • 24 hours: Escalates to Level 3 (sepsis)
  • 48 hours: Level 4 (septic shock, death)

Quick Treatment Reference

📋 Injury Treatment at a Glance
Injury LevelDifficultyTimeSuppliesFacilityRecovery
Level 1 Standard 15-30 min First aid kit Any 3-7 days
Level 2 +1d6 1-2 hours Medical supplies, antibiotics Clinic+ 1-2 weeks
Level 3 +1d8 24-48 hours Surgical, IV Hospital 2-4 weeks
Level 4 +1d10 Days-weeks ICU, life support Trauma center Months
🦠 Infection Treatment at a Glance
Infection LevelDifficultyTreatmentRecovery
Level 1 Standard Antiseptic, bandages 2-3 days
Level 2 +1d6 Oral antibiotics 5-7 days
Level 3 +1d8 IV antibiotics, hospital 1-2 weeks
Level 4 +1d10 ICU, life support Rare survival
💉 Remember: An ounce of prevention is worth a pound of cure.
Treat injuries early and often!
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