Healing and Death

Healing & Death



Whenever a character’s Wound State drops to MORTAL, he has a pretty good chance of dying. But when? In Cyberpunk, each time you are at a MORTAL wound state, you must make a Death Save to avoid dying. To make the Save, roll a 1D10 value lower than your character’s Body Type, subtracting the level of Mortality from your base chance to save. Each turn, you must make another death save to see if the character makes it through another turn. On a successful roll, you make it; on a failed roll, you will die at the end of the turn in which the roll was made.

For example, say Savage has a Body Type of 10 (Very Strong) and takes a Mortal 4 wound. He must roll lower than (10-4)=6 to stay alive. The first turn he rolls a 5. Whew. The next turn, he rolls a 7 and expires. Immediately, his mates start fighting over who gets his boots.

Get the point? Sooner or later, you’ll fail a roll and die. The only way out is stabilization.

Stabilization means the patient is no longer losing blood and that his major damage has been contained through use of drugs, battlefield surgery, and/or wound dressing. A stabilized character will no longer be required to make Death saves each turn. Anyone (except the patient himself) can attempt to stabilize a mortally wounded character; it just works better if the physician has had some medical training. A lot better. A successful stabilization is made by rolling a total of your TECH stat, any Medical skil and one D10 for a result equal to or higher than the total number of damage points the patient has taken.

For example, Savage has taken 20 points of damage, placing him in a Mortal 1 Wound State. To stabilize him will require a roll of 20 or greater.

Once stabilized, the character is no longer in danger of dying unless another wound is taken. At that point, the whole messy business begins again…

The chances of a successful stabilization roll can be increased by the following modifiers, added to your die roll.

Advantage Added to die roll
Full Hospital & Surgery +5
Trauma Team Ambulance +3
Cryo Tank +3

Death State

But let’s say your ripperdoc had a Medical Tech Skill of 2…

We can do some pretty amazing things these days. We can grow skin, blood, organs, limbs and muscle tissue in collagen-saccharide tissue tanks. Other parts, like toes, fingers, eyes and internal organs can also be purchased from the local Body Bank and grafted on with advanced microsurgery. What we can’t do is regrow souls. Once you’re dead, you’re dead.

Let’s amend that: once you’re DEAD 10, you’re dead. Because twenty-first century medicine is so good at reviving the clinically dead, Trauma Team™ Inc. (the world’s largest paramedical service, with offices worldwide), has established ten levels of death, each succeeding level a measure of how difficult it will be to revive the patient. This measuring system is called Death State. For every minute (six turns) that you are clinically dead, your death state increases by two levels.

Example: I am killed at 9:00. Three minutes pass before the Trauma Team™ AV-4 arrives. I am now at Death State 6.

This is of critical importance to the dead Cyberpunk character. When the Trauma Team arrives, a roll must be made to determine if the patient can be revived. This roll, on 1D10, must be higher than the current Death State number, or the patient is a candidate for the Body Bank. On a successful roll, the patient is stabilized at his last Wound State and the process of healing can begin.


In order to recover from damage, characters must make some type of medical skill check. Otherwise, the patient continues to take damage (from infection and system shock) at the rate of 2 points per day. If the patient is at a Mortal Wound State, he must make a daily Death Save as well as taking this damage. Without medical aid, you’re going to run out of luck pretty soon. This is probably why humans invented medicine in the first place.

To make a successful medical skill check, you must roll a value (using TECH, your medical Skill and 1D10) greater than the total number of points of damage the patient has taken. Medical skill checks are made with two skills, First Aid or Medical Tech.

First Aid

First Aid involves cleaning and dressing the wounds, administering medication, setting broken limbs and putting on splints. When a character makes a successful First Aid skill check, the patient will recover at the rate of 0.5 points per day.

Example: A Light wound would be healed in 8 days. A Critical wound would heal in 24 days, a Mortal 3 wound in 56 days.

Only one check need be made. You may (within reason and at Referee’s discretion), perform first aid on yourself. On an unsuccessful roll, the patient regains no points. New attempts may be made once per day until a successful roll is made.

Medical Tech

Medical Tech skill assumes that the character has studied medicine in a professional setting. This gives him the ability to perform surgery, prescribe drugs, and know the proper treatment of injuries. He can replace damaged organs with vatgrown pieces, graft on new limbs, or install cyberlimbs. You cannot perform Medical Tech skills on yourself.

A character with Medical Tech skills makes a check as if using the First Aid skill, however, with Medical Tech, the patient will recover at the rate of 1 point per day.

For example, a light wound would be healed in 4 days. A Mortal 3 wound would heal in 28 days.

Using Medical Tech skills supersedes the use of First Aid skills; a patient on which both have been successfully performed regains points at the rate of 1 per day, not 1.5! As with First Aid, the patient regains no points until a successful roll has been made. However, second attempts may be made once per day until a successful roll is made.

Healing Table

Method Rate
First Aid 1/2 pt per day
Med Tech 1 pt per day
Speedheal +1 pt per day
Nanotech +1 pt per day

Example healing under the care of a Medtech with the Speedheal drug and Nanotech a patient recovers at an amazing 3 points per day.

Nanotech of course is only available in certain hospitals.


Being Patient

No matter how badass you think you are, you can just run around with bandages and tape holding you together. Healing takes time and rest otherwise the body doesn’t repair itself.

Wound Types

Light Wound: The patient is fully ambulatory; he can go about his business with a minor amount of pain.
Serious Wound: The patient is ambulatory, but will need his dressings changed once a day, and will be at -2 REF for all actions.
Critical Wound: The patient must spend at least half of his day in bed in order to regain any lost points of damage. Other activities must be limited at simple tasks, at a -4 REF to all actions. Dressings must be changed twice a day, and nursing care of some sort must be available.
Mortal Wound: The patient is bedridden. At Mortal Wounds 3 and above, he is probably comatose (50%) most of the time, and wired into all kinds of machinery for life support. He requires constant care during the entire process, although he will not have to make Death Saves (he’s been stabilized).

Elective Surgery

Not all medical care is the result of accidents or combat. This is the Metal Age, and when you want to get cybered up, you gotta pay a price in blood.

If you’re going to get wired with a cyberlimb, the first thing you’ll have to decide is whether you want to keep the meat one. For 100eb a month, a Body Bank will store your old one until you decide to reclaim it, with only a 20% chance that someone will sell it for spare parts in the meantime. For 200eb a month, this drops to a 5% chance; not perfect, but better than nothing.

Now you’ve ditched the old meat in the freezer, it’s time to get cybered up. A Medical Tech skill is required to install cyberwear. You can’t install cyberwear on yourself. Each type of cyberwear has a Surgery Code (pg. 75). This code represents the minimum level of medical care required to install the cyberwear, the length of surgical time required, the cost of the surgery, the damage taken in surgery and the Difficulty of the installation procedure. The Surgery Code assumes that a successful Medical Tech check has been made on the patient as part of the operation. Healing is then based on the number of points lost due to the surgery.

Surgery Code Required Surgical Time Surical Damage Surgical Costs DIFF
N – Neglibible Mall clinic or other drop-in bodyshop. 1 hr 1 pt Included with installation Easy (10)
M – Minor Medical center or ripperdoc clinic. 2 hrs. 1D6+1 500eb Simple (15)
MA – Major Full hospital with surgery center. 4 hrs. 2D6+1 1.500eb Trained (20)
CR – Critical Full hospital with surgery center. 6 hrs. 3d6+1 2,500eb Difficult (25)

Replacement Surgery

Remember; arms and legs don’t grow back. Even if you heal, a missing limb will still be missing. You can chose to replace it with something out of a Body Bank or vat, or you can go for the metal. Replacing a limb with either requires a CR surgery code. A replacement meat arm will cost about 1,000 eb. A replacement cyberarm starts at 2,000eb and goes up from there depending on what you want to plug into it.

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Healing and Death

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