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Data tables

Medicine and wounds

Blood

You have about five liters of blood. Wounds drain it in milliliters a second; what happens as it falls is below.

Full5,000 mlA healthy adult.
Dazed3,600 mlYour vision blurs and you cannot sprint.
Downed2,700 mlYou collapse and need help, or time, to get up.
Dead1,800 mlYou have bled out.

Blood comes back at 0.7 ml a second while you are fed, watered and not bleeding: about 2,520 ml an hour.

A saline drip or a transfusion gives 500 ml at 1.4 ml a second.

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.

12 rows
Gunshot wound2.16 ml/s4.86 ml/s8.78 ml/s307025%Yes55%Entry wound. If there is no exit, the bullet is still in there.
Shrapnel1.62 ml/s3.78 ml/s6.75 ml/s256260%Yes80%Metal fragments. Dig them out before you close it.
Bite1.22 ml/s2.97 ml/s5.4 ml/s1850100%YesBleeds hard, always contaminated.
Laceration0.94 ml/s2.43 ml/s4.59 ml/s124035%YesA ragged cut. Close it or it keeps opening.
Puncture0.81 ml/s2.03 ml/s4.05 ml/s154550%YesDeep and narrow. Easy to underestimate.
Fracture0 ml/s0.41 ml/s1.89 ml/s307210%NoA broken bone. Splint it or it will not set.
Claw scratch0.2 ml/s0.54 ml/s1.22 ml/s51885%NoShallow furrows from infected nails. Filthy.
Abrasion0.07 ml/s0.2 ml/s0.47 ml/s62060%NoSkin scraped off. Mostly a dirt problem.
Burn0 ml/s0.07 ml/s0.27 ml/s206040%NoBlistered or charred skin. Keep it covered and clean.
Concussion0 ml/s0 ml/s0.14 ml/s15400%NoYour head rang. Blurred vision until it passes.
Contusion0 ml/s0 ml/s0 ml/s8260%NoBruising. Hurts, heals.
Frostbite0 ml/s0 ml/s0 ml/s8400%NoFrozen skin, white and waxy, then numb. Rewarm it slowly once you're out of the cold. Never rub 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.

13 rows
A bladeLaceration 70%, Puncture 30%
A blunt weaponContusion 70%, Fracture 20%, Laceration 10%
A bulletGunshot wound 100%
A crossbow boltPuncture 80%, Laceration 20%
A fallContusion 42%, Fracture 33%, Abrasion 25%
A round your armor stoppedContusion 92%, Fracture 8%
A vehicle crash or being run downContusion 38%, Laceration 23%, Fracture 23%, Concussion 15%
An explosionShrapnel 46%, Burn 23%, Fracture 15%, Concussion 15%
BuckshotGunshot wound 67%, Puncture 33%
FireBurn 100%
Fists and feetContusion 100%
Fragments off a bare steel plateLaceration 60%, Puncture 30%, Shrapnel 10%
The infectedClaw 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.

20 rows
AdrenalineAdrenaline Shot2.5 sBrings a downed survivor back to their feet. Races the heart.
AntibioticsAntibiotics2 sFights sepsis and wound infection.
AntiviralAntiviral2.5 sPushes the Bloom back hard. A medic's skill makes it go further.
DisinfectAlcohol3 sClean the wound. It burns.
Herbal poulticeHerbal Poultice4 sStops light bleeding and fights infection.
PainkillersPainkillers1.5 sDulls pain for a few minutes.
Rag dressingCloth3.5 sStops some bleeding. Unclean: the wound stays dirty.
Remove tourniquet2 sTake the tourniquet off.
Rewarm15 sWarm 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 dressingSterile Dressing4 sStops most bleeding. Keeps the wound clean.
TourniquetTourniquet3 sStops all bleeding in the limb. Hurts, and the limb suffers if left on over 10 minutes.
SplintSplint7 s5Set and brace a fracture so it can heal.
Saline dripSaline Bag6 s10+500 ml of fluid over a minute. Any blood type.
SutureSuture Kit9 s10Close a clean wound so it stops reopening and starts to heal.
Draw bloodEmpty Blood Bag10 s15Take 450 ml from a healthy donor into a blood bag.Someone else must do it
MorphineMorphine2.5 s15Kills almost all pain. Slows the heart. Too much stops it.
Blood transfusionBlood Bag8 s20+500 ml of real blood. The wrong type causes a reaction.
Field surgery kitField Surgery Kit12 s20Bandages every wound and restores health.
Extract fragmentSurgical Tools12 s25Dig out a lodged bullet or shrapnel.
Reset the boneSurgical Tools25 s40Open 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.

Morphine8 min90%-18 bpm3
Painkillers4 min45%0 bpm
Adrenaline Shot1.5 min20%45 bpm

Going down, sepsis and the cold

The clocks that matter when things go wrong.

10 rows
Bleeding out on the groundYou have 3 minutes while you are still bleeding. Each hit from the infected takes 4 seconds off.
StabilizedOnce the bleeding is stopped you can lie for up to 10 minutes.
Getting up aloneAfter 60 seconds stabilized, with at least 3,000 ml of blood, you can struggle to your feet at 35% health.
No second chanceA single head hit that costs 60 health, or a fall that costs 60, kills outright.
A dirty woundTurns infected after 15 minutes if nobody cleans it, and the infection starts to spread after another 30 minutes.
An undressed woundHas a 2% chance each minute of picking up dirt. Being filthy yourself makes it worse.
SepsisEach spreading wound adds 0.72% a minute. Fever starts at 25%, delirium at 60%, and 100% is fatal.
AntibioticsOne dose takes 45% off sepsis and cleans infected wounds. With nothing spreading it falls by 1.2% a minute on its own.
A tourniquetIs safe for 10 minutes. After that the limb takes damage, and after 20 minutes the nerves do.
FrostbiteBare 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 loss0.06°3%Fingertips or toes lost to deep frostbite. It is permanent, but you adapt and the effect halves.
Badly set break0.14°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 damage0.08°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+