Bleeding

Basic Set: Campaigns · p.420

Open source p.420

If you are injured, you may continue to lose HP to
bleeding. At the end of every minute after being
wounded, make a HT roll, at -1 per 5 HP lost. On a fail-
ure, you bleed for a loss of 1 HP. On a critical failure,
you bleed for 3 HP. On a critical success, the bleeding
stops completely. On an ordinary success, you do not
bleed this minute, but must continue to roll every
minute. If you do not bleed for three consecutive min-
utes, the bleeding stops for good. Otherwise, you or
someone else will need to make a First Aid roll to stop
the bleeding; see First Aid (p. 424).
The GM decides which wounds bleed. Cutting,
impaling, and piercing wounds usually bleed; crushing
wounds generally don’t, but there are always excep-
tions. Minor burning and corrosion injury does not
bleed significantly: the damage sears the flesh, cauter-
izing the wound and preventing blood loss. However, if
such injury causes a major wound, treat it as a bleed-
ing wound, oozing blood plasma until properly treated.
On a failure, you’re stunned; see
Effects of Stun, below. You fall prone (if
you weren’t already), and if you were
holding anything, you drop it. This
effect is called “knockdown,” and isn’t
the same as “knockback” (see p. 378).
On a failure by 5 or more, or any
critical failure, you fall unconscious!
See Recovering from Unconsciousness
(p. 423).
Those with Injury Tolerance (p. 60)
suffer reduced effects: No Brain means
that skull, face, and eye injuries don’t
cause knockdown or stunning unless
they are major wounds – and even
then, the roll is at no special penalty.
No Vitals means that vitals and groin
injuries don’t cause knockdown or
stunning unless they are major
wounds, in which case the roll has no
special penalties. Homogenous and
Diffuse include No Brain and No
Vitals.