Internal Wounds
Description:
The damage that a person may receive is divided into two groups based on their properties,
Open wounds and Internal Wounds.
Internal Wounds do not cause
Infected wounds.
Unless specified, the following afflictions are gained based on a percentage chance. This means more damage taken will result in a higher chance of gaining them. The afflictions are gained on the limb in which damage was taken, so afflictions not applicable to the limb will not be gained.
Blunt Force Trauma:
This type of wound is typically not associated with bleeding, but may still cause life-threatening afflictions if it is a strong hit. Does not naturally regenerate past 100 strength.
Causes:
- Falling, being knocked into a wall
- Crushed by a submarine
- Blunt weapons, such as a crowbar.
Effects:
- Vitality loss, proportional to damage taken
Dislocations, after taking at least 2 damage- Arm fractures and Leg fractures, >2 damage
- Skull fractures, >15 damage, at least 70% chance
- Neck fractures, >15 damage
- Rib fractures
- Organ damage or
Vanilla organ damage, random range between 0 and damage taken
Pneumothorax, >5 damage
Concussion, >15 damage, at least 70% chance
Traumatic amputation, >15 damage and there is a fracture on the limb
Unless specified, the aforementioned afflictions are gained based on chance. This means more damage taken will result in a higher chance of gaining them. The afflictions are gained on the limb in which damage was taken, so afflictions not applicable to the limb will not be gained.
Treatments:
- Time, unless it is over 100 strength
Bandaged, unless it is over 100 strength
Gel coolant pack, unless it is over 100 strength- Using
Tweezers before
Sutures during
Open close surgery
Combat stimulant- Pomegrenade Extract
Internal damage:
An uncommon wound which is typically caused by other afflictions and failed skill checks. Unlike other damage types, internal damage does not appear in the Health UI.
Causes:
Dislocations, when they are not
Bandaged
Fractures, when they do not have a
Plaster cast- Failing the skill check when using:
Effects:
- Vitality loss, proportional to damage taken
Dislocations- Arm fractures and Leg fractures, after taking at least 5 damage
- Skull fractures, >15 damage, at least 70% chance
- Neck fractures, >15 damage
- Rib fractures, >5 damage
- Organ damage or
Vanilla organ damage, random range between 0 and damage taken
Pneumothorax, >5 damage
Concussion, >15 damage, at least 70% chance
Traumatic amputation, >10 damage and there is a fracture on the limb
Treatments:
- Time
- Using
Tweezers before
Sutures during
Open close surgery
Combat stimulant- Pomegrenade Extract
Skin retractors
Surgical drill
Surgical saw
Spinal cord implants
Osteosynthesis implants