Medicine and wounds
Blood
You have about 11 pints of blood. Wounds drain it in fluid ounces a minute; what happens as it falls is below.
| Full | 10.6 pt | A healthy adult. |
| Dazed | 7.6 pt | Your vision blurs and you cannot sprint. |
| Downed | 5.7 pt | You collapse and need help, or time, to get up. |
| Dead | 3.8 pt | You have bled out. |
Blood comes back at 1.4 fl oz a minute while you are fed, watered and not bleeding: about 5.3 pt an hour.
A saline drip or a transfusion gives 17 fl oz at 2.8 fl oz a minute.
Wounds
Every kind of wound, worst bleeders first. Each wound is minor, moderate or severe by how hard the hit was. A dirty wound must be disinfected or it becomes infected.
| Gunshot wound | 4.4 fl oz/min | 9.9 fl oz/min | 17.8 fl oz/min | 30 | 70 | 25% | Yes | 55% | Entry wound. If there is no exit, the bullet is still in there. |
| Shrapnel | 3.3 fl oz/min | 7.7 fl oz/min | 13.7 fl oz/min | 25 | 62 | 60% | Yes | 80% | Metal fragments. Dig them out before you close it. |
| Bite | 2.5 fl oz/min | 6 fl oz/min | 11 fl oz/min | 18 | 50 | 100% | Yes | Bleeds hard, always contaminated. | |
| Laceration | 1.9 fl oz/min | 4.9 fl oz/min | 9.3 fl oz/min | 12 | 40 | 35% | Yes | A ragged cut. Close it or it keeps opening. | |
| Puncture | 1.6 fl oz/min | 4.1 fl oz/min | 8.2 fl oz/min | 15 | 45 | 50% | Yes | Deep and narrow. Easy to underestimate. | |
| Fracture | 0 fl oz/min | 0.8 fl oz/min | 3.8 fl oz/min | 30 | 72 | 10% | No | A broken bone. Splint it or it will not set. | |
| Claw scratch | 0.4 fl oz/min | 1.1 fl oz/min | 2.5 fl oz/min | 5 | 18 | 85% | No | Shallow furrows from infected nails. Filthy. | |
| Spontaneous bleeding | 0.3 fl oz/min | 1 fl oz/min | 2.2 fl oz/min | 2 | 8 | 10% | No | Blood seeping from the gums, the nose or skin that bruised by itself. Radiation sickness does this. Dress it and press on it. | |
| Abrasion | 0.1 fl oz/min | 0.4 fl oz/min | 1 fl oz/min | 6 | 20 | 60% | No | Skin scraped off. Mostly a dirt problem. | |
| Concussion | 0 fl oz/min | 0 fl oz/min | 0.3 fl oz/min | 15 | 40 | 0% | No | Your head rang. Blurred vision until it passes. | |
| Burn | 0 fl oz/min | 0 fl oz/min | 0 fl oz/min | 20 | 60 | 40% | No | Blistered or charred skin. Cool it with burn gel, cover it with a clean dressing and keep it clean, or it goes bad. | |
| Contusion | 0 fl oz/min | 0 fl oz/min | 0 fl oz/min | 8 | 26 | 0% | No | Bruising. Hurts, heals. | |
| Frostbite | 0 fl oz/min | 0 fl oz/min | 0 fl oz/min | 8 | 40 | 0% | No | Frozen skin, white and waxy, then numb. Rewarm it slowly once you're out of the cold. Never rub it. | |
| Torn stomach | 0 fl oz/min | 0 fl oz/min | 0 fl oz/min | 35 | 60 | 30% | Yes | The stomach has torn and you are bleeding inside. Someone needs to open you up with a surgical kit, or a field surgery kit, and close it. |
A hit that costs less than 8 health leaves a minor wound, less than 22 a moderate one, and anything more a severe one.
Ammunition changes a gunshot wound: hollow points and soft points bleed more and stay in more often, armor-piercing rounds less. See each caliber's page.
What causes which wound
The wounds each kind of damage leaves, and how often.
| A blade | Laceration 70%, Puncture 30% |
| A blunt weapon | Contusion 70%, Fracture 20%, Laceration 10% |
| A bullet | Gunshot wound 100% |
| A crossbow bolt | Puncture 80%, Laceration 20% |
| A fall | Contusion 42%, Fracture 33%, Abrasion 25% |
| A round your armor stopped | Contusion 92%, Fracture 8% |
| A vehicle crash or being run down | Contusion 38%, Laceration 23%, Fracture 23%, Concussion 15% |
| An explosion | Shrapnel 46%, Burn 23%, Fracture 15%, Concussion 15% |
| Buckshot | Gunshot wound 67%, Puncture 33% |
| Fire | Burn 100% |
| Fists and feet | Contusion 100% |
| Fragments off a bare steel plate | Laceration 60%, Puncture 30%, Shrapnel 10% |
| Hot | Burn 100% |
| The infected | Claw scratch 70%, Bite 30% |
A fall or a blunt hit to the head becomes a concussion 60% of the time.
Treatments
Everything you can do to a wound or a patient, the item it uses up, and the Medicine proficiency it needs. Hard procedures need 10 more when you do them on yourself.
| Adrenaline | 2.5 s | Brings a downed survivor round, but only once they are stable: every big bleed stopped, about 101 fl oz of blood in them and a heartbeat. Given too early, their eyes flicker open, they slip back under and the dose is wasted. During CPR it helps a stopped heart start again. Races the heart. | |||
| Antibiotics | 2 s | Knocks back sepsis and wound infection at once, then helps your body fight the germs for half an hour. Old pills do less. | |||
| Antiviral | 2.5 s | Pushes the Bloom back hard. A medic's skill makes it go further. | |||
| Burn Gel | 3 s | Cools a burn and takes some of the pain away, and a cooled burn seals about twice as fast under its dressing. | |||
| Disinfect | 3 s | Clean the wound. It burns. The alcohol keeps it clean only until it evaporates, so change the dressing or clean it again later. Strong alcohol works far better than vodka. | |||
| Herbal Poultice | 4 s | Stops light bleeding and fights infection. | |||
| Painkillers | 1.5 s | Dulls pain for a few minutes. | |||
| Rag dressing | 3.5 s | Stops some bleeding. A boiled rag is clean, an ordinary one is half clean and torn clothes are filthy, and the wound under it gets as dirty as the rag is. | |||
| Remove dressing | 2.5 s | Take the old dressing off so a fresh one can go on. A wound that hasn't closed yet starts bleeding again. | |||
| Remove tourniquet | 2 s | Take the tourniquet off. | |||
| Rewarm | 15 s | Warm the frozen skin slowly, against your body or in warm water. Never rub it. Only once you're out of the cold: if it thaws and freezes again, you lose it. | |||
| Sterile Dressing | 4 s | Stops most bleeding and keeps the wound clean. A deep wound takes more than one before it is covered. | |||
| Tourniquet | 3 s | Stops all bleeding in the limb. Hurts, and the limb suffers if left on over 10 minutes. | |||
| Splint | 7 s | 5 | Set and brace a fracture so it can heal. | ||
| Saline drip | 6 s | 10 | +17 fl oz of fluid over a minute. Any blood type. | ||
| Suture | 9 s | 10 | Close a clean wound so it stops reopening and starts to heal. | ||
| Draw blood | 10 s | 15 | Take 15 fl oz from a healthy donor into a blood bag. | Someone else must do it | |
| Morphine | 2.5 s | 15 | Kills almost all pain. Slows the heart. Too much stops it. | ||
| Blood transfusion | 8 s | 20 | +17 fl oz of real blood. The wrong type causes a reaction. | ||
| Field Surgery Kit | 12 s | 20 | A full trauma kit worked through in one go: it cleans, packs and dresses the four worst wounds with sterile dressings and runs in 8 fl oz of fluid. It will not bring a downed survivor round. Once they are stable, adrenaline does that. | ||
| Extract fragment | 12 s | 25 | Dig out a lodged bullet or shrapnel. | ||
| Reset the bone | 25 s | 40 | Open the limb, re-break a badly set bone and set it straight. It's a fresh break afterwards and needs a splint and time. Someone else has to do it. | Someone else must do it |
Drugs in your system
How long each drug works, how much pain it takes away and what it does to your heart.
| Morphine | 8 min | 90% | -18 bpm | 3 |
| Painkillers | 4 min | 45% | 0 bpm | |
| Adrenaline Shot | 1.5 min | 20% | 45 bpm |
Going down, sepsis and the cold
The clocks that matter when things go wrong.
| Bleeding out on the ground | You have 3 minutes while you are still bleeding. Each hit from the infected takes 4 seconds off. |
| Stabilized | Once the bleeding is stopped you can lie for up to 10 minutes. |
| Getting up alone | After 60 seconds stabilized, with at least 6.3 pt of blood, you can struggle to your feet at 35% health. |
| No second chance | A single head hit that costs 60 health, or a fall that costs 60, kills outright. |
| A dirty wound | Turns infected after 15 minutes if nobody cleans it, and the infection starts to spread after another 30 minutes. |
| An undressed wound | Has a 2% chance each minute of picking up dirt. Being filthy yourself makes it worse. |
| Sepsis | Each spreading wound adds 0.72% a minute. Fever starts at 25%, delirium at 60%, and 100% is fatal. |
| Antibiotics | One dose takes 45% off sepsis and cleans infected wounds. With nothing spreading it falls by 1.2% a minute on its own. |
| A tourniquet | Is safe for 10 minutes. After that the limb takes damage, and after 20 minutes the nerves do. |
| Frostbite | Bare hands or feet in a bitter wind chill freeze: frostnip at once, superficial frostbite after 7 minutes, deep after 12 minutes. Deep frostbite left frozen for 20 minutes costs you fingertips or toes for good. |
Lasting injuries
Injuries that stay with you, even through a respawn.
| Frostbite loss | 0.06° | 3% | Fingertips or toes lost to deep frostbite. It is permanent, but you adapt and the effect halves. |
| Badly set break | 0.14° | 7% | A broken bone that healed without a splint, or was splinted too late. You limp or your aim drifts until someone with a surgical kit resets the bone. |
| Nerve damage | 0.08° | 5% | A tourniquet left on too long. A weak grip or a dragging foot that comes back over several real days. |
Blood types
Every survivor has a blood type. A transfusion of the wrong type causes a reaction; saline suits everyone.
| O- | 7% | O- |
| O+ | 37% | O-, O+ |
| A- | 6% | O-, A- |
| A+ | 30% | O-, O+, A-, A+ |
| B- | 2% | O-, B- |
| B+ | 10% | O-, O+, B-, B+ |
| AB- | 1% | O-, A-, B-, AB- |
| AB+ | 7% | O-, O+, A-, A+, B-, B+, AB-, AB+ |