Difference between revisions of "Binding Wounds (sage ability)"

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[[File:Binding Wounds.jpg|right|490px|thumb]]
 
[[File:Binding Wounds.jpg|right|490px|thumb]]
'''Binding wounds''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|studies]] of [[Medicine (sage study)|Medicine]] and [[Animal Physiology (sage study)|Animal Physiology]], provides a method to staunch [[Damage (hit points)|damage]] inflicted by [[Wounds|wounds]] by applying bandages to the injured area.  To execute this procedure, individuals must possess a minimum of 7 points of [[Intelligence (ability stat)|intelligence]].  
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'''Binding wounds''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|studies]] of [[Medicine (sage study)|Medicine]] and [[Animal Physiology (sage study)|Animal Physiology]], provides a method to staunch [[Damage (hit points)|damage]] inflicted by [[Wounds|wounds]] by applying bandages to the injured area.   
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To execute the procedure, individuals cannot have traits associated with [[Character Background Generator#Talents|idiocy or imbecility, or be moronic]], simply because they're unable to grasp even simple concepts without the physical help of others.  This ability also offers some assistance for [[Injury|injuries]].  Although anyone can bind a wound in three [[Combat Round|combat rounds]], characters with this sage ability can bind wounds more swiftly and effectively, saving considerable time in providing aid.
  
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== Methodology ==
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Creatures that are wounded must keep track of how many wounds they've received and how much damage each wound is presently causing.  Once any specific wound has been bound for one round, the blood is counted as staunched and no more loss accrues from THAT wound; but others would continue to bleed normally.  In each case, the whole necessary must be spent to bind each wound, or else once the binding stops the wound begins to bleed as freshly as before.  If that should happen, then the binding process must begin anew, as though no previous effort was made.
  
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This can happen if the binding character is [[Stun Lock|stunned]] or otherwise prevented from their good work.  In some cases, each round may count where the patient's survival is concerned.  Up to three characters, trained or otherwise, may participate on a single patient in binding wounds; if all possess the binding wounds ability, up to four may do so.
  
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=== Time Needed ===
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For unskilled persons, binding a wound that causes 1 [[Hit Points|hit point]] of damage per round takes '''three rounds to bind''', once the bandage is in hand.  It's important not to waste time hunting for bandages.  For each additional point of severity a wound has (say, causing 2 damage per round instead of 1), an addition two rounds is needed to completely bind that wound (5 rounds altogether).
  
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If, however, the character has this sage ability, the time needed for 1 point of wound is '''two rounds''', not three.  Moroever, each additional point of severity only requires a single additional round.  Thus, what an unskilled person takes 5 rounds to accomplish, a skilled person can do in three. 
  
offering a means by which the damage caused by [[Wounds|wounds]] can be stopped, by bandaging the wounded part of the body. To perform the operation, creatures must possess at minimum a low intelligence.  The ability also conveys some aid to [[Injury|injuries]].
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=== Binding with Care ===
 
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If the skilled character has plenty of time, and chooses to spend double the time to bind the patient's wound, 1 point of wound damage can be restored. This cannot be done by an unskilled character. If the binding began before the patient suffered any damage, the point wasn't lost and therefore cannot be restored.
Once the binding of a wound has begun, the creature will cease to suffer damage from the wound; however, if binding the wound is interrupted, even for the space of a round, the wound will reopen and the binding process must begin again as though no previous effort was performed.
 
 
 
For most creatures, it requires three rounds to bind wounds (once the bandage is in hand), +2 rounds per additional severity of the wound beyond 1 hp. Thus, a wound that was bleeding 2 hp per round would require five rounds to bind. It is supposed that more severe wounds happen to the body or torso, requiring more time to staunch the flow. Note that if the creature is suffering from multiple wounds, ''each wound must be individually wrapped'', requiring 3 or more rounds of binding each.
 
 
 
Characters with an amateur knowledge of medicine are able to bind wounds in less time and more effectively. The base time required is two rounds per wound, not three, +1 round per additional severity of the wound beyond 1 hp. Thus, a wound bleeding 2 hp per round would require a medicant only five rounds to bind, not six.
 
 
 
If, however, a character with medicine chooses to perform the operation more slowly (in the time it would take three rounds for most creatures), the character can restore 1 hit point of damage caused by the wound before binding. This, however, requires proper clean bandages.
 
  
 
=== Bandages ===
 
=== Bandages ===

Revision as of 20:03, 21 October 2023

Binding Wounds.jpg

Binding wounds is an amateur-status sage ability in the studies of Medicine and Animal Physiology, provides a method to staunch damage inflicted by wounds by applying bandages to the injured area.

To execute the procedure, individuals cannot have traits associated with idiocy or imbecility, or be moronic, simply because they're unable to grasp even simple concepts without the physical help of others. This ability also offers some assistance for injuries. Although anyone can bind a wound in three combat rounds, characters with this sage ability can bind wounds more swiftly and effectively, saving considerable time in providing aid.

Methodology

Creatures that are wounded must keep track of how many wounds they've received and how much damage each wound is presently causing. Once any specific wound has been bound for one round, the blood is counted as staunched and no more loss accrues from THAT wound; but others would continue to bleed normally. In each case, the whole necessary must be spent to bind each wound, or else once the binding stops the wound begins to bleed as freshly as before. If that should happen, then the binding process must begin anew, as though no previous effort was made.

This can happen if the binding character is stunned or otherwise prevented from their good work. In some cases, each round may count where the patient's survival is concerned. Up to three characters, trained or otherwise, may participate on a single patient in binding wounds; if all possess the binding wounds ability, up to four may do so.

Time Needed

For unskilled persons, binding a wound that causes 1 hit point of damage per round takes three rounds to bind, once the bandage is in hand. It's important not to waste time hunting for bandages. For each additional point of severity a wound has (say, causing 2 damage per round instead of 1), an addition two rounds is needed to completely bind that wound (5 rounds altogether).

If, however, the character has this sage ability, the time needed for 1 point of wound is two rounds, not three. Moroever, each additional point of severity only requires a single additional round. Thus, what an unskilled person takes 5 rounds to accomplish, a skilled person can do in three.

Binding with Care

If the skilled character has plenty of time, and chooses to spend double the time to bind the patient's wound, 1 point of wound damage can be restored. This cannot be done by an unskilled character. If the binding began before the patient suffered any damage, the point wasn't lost and therefore cannot be restored.

Bandages

Wounds may be closed with any piece of loose cloth, which can be ripped from clothing that is not fitted tight to the body (unless time is taken to actually take off a shirt, vest, pants, etc.

Extraordinarily heavy cloth, such as oilcloth or that used for padded armour (chausses and hauberk) cannot be employed as a bandage, as it is too thick and stiff.

Actual bandages can be purchased at most markets; these are soft fiber squares made of pulled cotton, wool or linen. It is presumed a character always take steps to keep these bandages clean, though of course they may be damaged by water, fire and so on.

If a wound is closed with ordinary, everyday cloth (termed an "improper" dressing), which will be partly soiled, then there is a chance that a disease will result ~ unless the cloth is replaced with a proper dressing made of clean bandages within the hour. The chance of a random disease occurring when an improper dressing is left alone is 1 in 30. The chance of a disease occurring if an improper dressing is removed within an hour and not replaced with a proper dressing, and the wound is left open to the air, is 1 in 20.

Therefore, it is better to leave an improper dressing on a wound than no dressing at all; but of course a proper dressing is best.

Injuries

The ability also provides the character with an ability to manage injuries, particularly breaks in limbs, so that the patient is able to marginally function. The character can identify the nature of the injury and what's wrong, so that its effect can be mitigated to the greatest degree with materials available, depending upon conditions.


See Also,
Combat