Medicale assistance House rules

These are the house rules that I use for our medical officer:
We use the alternate Injury variant found in the Gamemaster guide with the following changes:

Injuries
Seperate Stress tracks for Mental and Physical damage (maximum of 3 injuries each).
For Physcical damage follow the normal rules.
For mental Mental Injuries: 3 Metal injuries = Defeated and barely coherent, scarcely capable of rational thoughts or deeds (no actions)./ 4 Mental Injuries = Defeated & suffered irreparable psychological harm (no actions) (see Survive at any cost).

Stabilizing a character suffering from 3 Mental Injuries
A character that has suffered 3 mental injuries is barely coherent, scarcely capable of rational thoughts or deeds. Stabilizing such characters is represented by Psychological assistence instead of Medicale assitance.

Non-lethal Injuries:
Using the Injury variant rules found in the Gamemaster guide in combination with the hostile enviroment rules of the Science Division book (pg 105-108) is a very dangerous path. The orininal rules allows you to Ignore an Injury (even when you recieve non-lethal damage) so you can keep going on with a little penalty or cost involved. Many of the hostile enviroment rules of the Science Division book first inflict non-lethal damage, this means that if you use the ruels of the Gamemaster guide the character is directelly defeated (unconscious). So we use the Non-lethal rules of Achtung Cuthulhu 2d20 (pg 33): Non-Lethal Injuries are like normal Injuries (specific form of complication), but they heal normally after a short time and don’t require any medical assistance.

Severe Injury:
If a character suffers multiple injuries from a single attack, the GM may treat these as a single, severe injury — in essence, a severe injury is a potency 2 injury complication.

Scars:
When suffering your 4 injuries (Physical or Mental) a character can spend 1 point of determination without regard for their values and take a permanent potency 2 complication representing a scar. Each time the character uses this rule increase the determination cost by 1. When doing so the character is considered to have suffered 3 injuries but cannot be revived during the scene. In addition the character cannot spend Determination to recover from being defeated during this scene, and all Treatment Difficulties on him are increased by 1. The GM and the player can decide which scar, the die roll for physical damage can be an indication for the location of the scar.

Treating a Scar:
Scars are more permanent than injuries or stress. They become an intrinsic part of your character, demonstrating past near misses. You can change your scar or remove its debilitating factors using modern medicine (surgery or therapy) whether that’s physical or mental .This kind of therapy takes time, and it won’t be accomplished soon after the events that led to the trauma. Therapy test are handled using Extended Tests, and how long it takes, is up to you and the GM. If successful, the character changes his permanent Scar complication into a Therapeutic trait. Examples are: Prosthetic Implants (See Cybernetics), regular therapeutic sessions, regularly medication doses,…. The therapeutic trait will remove the negative effects of the scar most of the times but they can resurface in some particular situations.

Holding onto Life:
The character can just refuse to die. Spend 1 point of determination without regard for their values and the character only starts dying at the end of the scene instead of making a roll every turn.

Tough Talent:
Use the Tough Talent of Achtung Cuthulhu 2d20 pg 92. Or Nathan from Modiphius made the following 2 suggestions

  • the character suffers an Injury after suffering 6 or more stress, rather than the usual five or more.
  • the character can withstand one additional Injury.

Stun Weapons:
Import the Stun Stress effect of Achtung Cuthulhu 2d20 (pg 99) and make the following changes: -Replace “target’s Resilience skill” with target’s Security Discipline"
-Add the following sentence: Some species trait makes this attack less/more effectieve. In that case lower/increase the targets Security Disiplince by 1 or negate this stress effect entirely.
-Add the Stun stress effect as an option for the Charge weapon quality.

Intense Stress effect:
The Intense Stress effect doesn’t work with the alternative Injry variant of the Gamemaster guide. So Nathan from Modiphius made the following Suggestion: Use the Achtung! Cthulhu version (as that’s the closest fit to the Injuries in the GM’s guide) - if one or more Effects are rolled as part of the damage roll and the target suffered one or more injuries, then they suffer one extra injury.

Falling rules:
Falling rules (GM Guide 203). When combining these rules with the Injuries variant a character can fall from great hights and still survive and walk away (max 2 injuries). In reality there is no chance that they would walk away. If you use a formula called “lethal doses” to determine the likelihood of death in a fall. At four stories, or about 15m above the ground, half will survive. But at seven stories or 25m, only 10 percent are expected to live – that is, 90 percent will die. So we made the following changes:
Add the Intense quality to the falling damage from medium to extreme zones.

As ussual comments are more than welcome.
And what healing house rules do you use?