Getting wounded in The Riddle of Steel is no light matter. While you should avoid ever getting injured (don't you in the real world?), sometimes even the craftiest of characters take a hit. In order for healing to take place, certain conditions must be met. First, you must be resting or relatively passive. Second, for more serious wounds, you must have medical care.

Short-term Treatment

Wounds can be treated on the spot by anyone with the First Aid Skill. Each wound must be treated separately.

  • A successful First Aid roll reduces Blood Loss by 3 for every success.
  • A failed First Aid roll increases BL by 1.
  • A fumbled First Aid roll doubles any BL from the wound in question.
  • HT points lost from Blood loss are regained at 1 per day, unless the character is still bleeding.

Long-term Treatment

The long-term healing of anything beyond a level two wound requires a character with the First Aid Skill to be present. Any wound beyond level three or four calls for a Chirurgeon (someone with the Surgery Skill). Less serious wounds may be cared for by someone with less training at Seneschal discretion. If no outside medical help is available, you can work on yourself using WP/First Aid or 1/3 WP/Surgery. At the end of each week spent resting roll HT (modified for any unrestored Blood Loss) against the raw Pain rating of each individual wound (where Pain functions as the TN; WP modifiers to Pain don not apply here). Each success lowers the Pain (and next week's healing TN) by 1.


This roll is modified by 2 things: medical care and damage type. The character providing First Aid or Surgery may make a Skill Test at the end of the week, before the patient rolls. Each success in this Test adds +1 die to the patient's HT rolls for that week. Failure adds nothing, and fumbling causes a -2 die penalty. The very best medical facilities grant an additional 1 or 2 dice to roll, and the worst remove 2 or 3 dice. Damage type (cutting, piercing, or bludgeoning) modifies this HT roll as well. Piercing wounds are harder to heal, incurring a -1 die penalty. Bludgeoning wounds are easier to heal, granting +1 die to healing rolls. Cuts apply no modifier one way or the other.

Aggravating a Wound

Failure to properly care for a wound will keep it from healing, but some activities can aggravate a wound. Any strenuous activity (like fighting or riding a horse faster than normal speed) re-opens old wounds on a failed HT /TN 10 roll. As with healing, roll for each wound individually. A re-opened wound is considered fresh including a round of Shock), and must begin healing all over again.

Finally, some things just can't be healed. Dismemberment and death are permanent.

rules/wound_recovery.txt · Last modified: 2014/01/03 23:30 (external edit)
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