=Physical Health= 
[[toc]]
In a setting as dangerous as Eclipse Phase, characters are inevitably going to get hurt. Whether your morph is biological or synthetic, you can be injured by weapons, brawling, falling, accidents, extreme environments, psi attacks, and so on. This section discusses how to track such injuries and determine what effect they have on your character. Two methods are used to gauge a character’s physical health: damage points and wounds.
==Damage Points== 
Any physical harm that befalls your character is measured in damage points. These points are cumulative, and are recorded on your character sheet. Damage points are characterized as fatigue, stun, bruises, bumps, sprains, minor cuts, and similar hurts that, while painful, do not significantly impair or threaten your character’s life unless they accumulate to a significant amount. Any source of harm that inflicts a large amount of damage points at once, however, is likely to have a more severe effect (see Wounds, below).
Damage points may be reduced by rest, medical care, and/or repair (see Healing and Repair, below).
==Damage Types== 
Physical damage comes in three forms: Energy, Kinetic, and Psi.
===Energy Damage=== 
Energy damage includes lasers, plasma guns, fire, electrocution, explosions, and others sources of damaging energy.
===Kinetic Damage=== 
Kinetic damage is caused by projectiles and other objects moving at great speeds that disperse their energy into the target upon impact. Kinetic attacks include slug-throwers, flechette weapons, knives, and punches.
===Psi Damage=== 
Psi damage is caused by offensive psi sleights like [[Playing Asyncs#Psychic%20Stab|Psychic Stab]].
==Durability and Health== 
Your character’s physical health is measured by their Durability stat. For characters sleeved in biomorphs, this figure represents the point at which accumulated damage points overwhelm your character and they fall unconscious. Once you have accumulated damage points equal to or exceeding your Durability stat, you immediately collapse from exhaustion and physical abuse. You remain unconscious and may not be revived until your damage points are reduced below your Durability, either from medical care or natural healing.
If you are morphed in a synthetic shell, Durability represents your structural integrity. You become physically disabled when accumulated damage points reach your Durability. Though your computer systems are likely still functioning and you can still mesh, your morph is broken and immobile until repaired.
===Death=== 
An extreme accumulation of damage points can threaten your character’s life. If the damage reaches your Durability x 1.5 (for biomorphs) or Durability x 2 (for synthetic morphs), your body dies. This known as your Death Rating. Synthetic morphs that reach this state are destroyed beyond repair.
==Damage Value== 
Weapons (and other sources of injury) in Eclipse Phase have a listed Damage Value (DV)—the base amount of damage points the weapon inflicts. This is often presented as a variable amount, in the form of a die roll; for example: 3d10. In this case, you roll three ten-sided dice and add up the results (counting 0 as 10). Sometimes the DV will be presented as a dice roll plus modifier; for example: 2d10 + 5. In this case you roll two ten-sided dice, add them together, and then add 5 to get the result.
For simplicity, a static amount is also noted in parentheses after the variable amount. If you prefer to skip the dice rolling, you can just apply the static amount (usually close to the mean average) instead. For example, if the damage were noted 2d10 + 5 (15), you could simply apply 15 damage points instead of rolling dice.
When damage is inflicted on a character, determine the DV (roll the dice) and subtract the modified armor value, as noted under [[Combat|Step 7: Determine Damage]].
==Wounds== 
Wounds represent more grievous injuries: bad cuts and hemorrhaging, fractures and breaks, mangled limbs, and other serious damage that impairs your ability to function and may lead to death or long-term damage.
Any time your character sustains damage, compare the amount inflicted (after it has been reduced by armor) to your Wound Threshold. If the modified DV equals or exceeds your Wound Threshold, you have suffered a wound. If the inflicted damage is double your Wound Threshold, you suffer 2 wounds; if triple your Wound Threshold, you suffer 3 wounds; and so on.
Wounds are cumulative, and must be marked on your character sheet.
Note that these rules handle damage and wounds as an abstract concept. For drama and realism, gamemasters may wish to describe wounds in more detailed and grisly terms: a broken ankle, a severed tendon, internal bleeding, a lost ear, and so on. The nature of such descriptive injuries may help the gamemaster assign other effects. For example, a character with a crushed hand may not be able to pick up a gun, someone with excessive blood loss may leave a trail for their enemies to follow, or someone with a cut eye may suffer an additional visual perception modifier. Likewise, such details may impact how a character is
treated or heals.
===Wound Effects=== 
Each wound applies a cumulative –10 modifier to all of the character’s actions (-1 Initiative per wound). A character with 3 wounds, for example, suffers –30 to all actions. Some traits, morphs, implants, drugs, and psi allow a character to ignore wound modifiers. These effects are cumulative, though the maximum amount of wound modifiers that may be negated is –30.
**Knockdown:** Any time a character takes a wound, they must make an immediate SOM x 3 Test. Wound modifiers apply. If they fail, they are knocked down and must expend a Quick Action to get back up. Bots and vehicles must make a Pilot Test to avoid crashing.
**Unconsciousness:** Any time a character receives 2 or more wounds at once (from the same attack), they must also make an immediate SOM x 3 Test; wound modifiers again apply. If they fail, they have been knocked unconscious (until they are woken or healed). Bots and vehicles that take 2 or more wounds at once automatically crash.
**Bleeding:** Any biomorph character who has suffered a wound and who takes damage that exceeds their Durability is in danger of bleeding to death. They incur 1 additional damage point per Action Turn (20 per minute) until they receive medical care or die.
==Death== 
For many people in Eclipse Phase, death is not the end of the line. If the character’s cortical stack can be retrieved, they can be resurrected and downloaded into a new morph (see [[Resleeving]]). This typically requires either backup insurance or the good graces of whomever ends up with their body/stack.
If the cortical stack is not retrievable, the character still be re-instantiated from an archived backup(see [[Backups and Uploading]]). Again, this either requires backup insurance or someone who is willing to pay to have them revived.
If the character’s cortical stack is not retrieved and they have no backup, then they are completely and utterly dead. Gone. Kaput. (Unless they happen to have an alpha fork of themselves floating around somewhere)
= = 
=Healing and Repair= 
Use the follow rules for healing and repairing damaged and wounded characters.
==Biomorph Healing== 
Thanks to advanced medical technologies, there are many ways for characters in biological morphs (including pods) to heal injuries. Medichine nanoware helps characters to heal quickly, as do nanobandages. Healing vats will heal even the most grievous wounds in a matter of days, and can even restore characters who recently died or have been reduced to just a head.
Characters without access to these medical tools are not without hope, of course. The medical skills of a trained professional can abate the impact of wounds, and over time bodies will of course heal themselves.
===Medical Care=== 
Characters with an appropriate [[Medicine]] skill (such as Medicine: Paramedic or Medicine: Trauma Surgery) can perform first aid on damaged or wounded characters. A successful Medicine Test, modified as the gamemaster deems fit according to situational conditions, will heal 1d10 points of damage and will remove 1 wound. This test must be made within 24 hours of the injury, and any particular injury may only be treated once. If the character is later injured again, however, this new damage may also be treated. Medical care of this sort is not effective against injuries that have been treated with medichines, nanobandages, or healing vats.
===Natural Healing=== 
Characters trapped far from medical technology—in a remote station, the wilds of Mars, or the like—may be forced to heal naturally if injured. Natural healing is a slow process that’s heavily influenced by a number of factors. In order for a character to heal wounds, all normal damage must be healed first. Consult the Healing table.
===Surgery=== 
In Eclipse Phase, most grievous injuries can be handled by time in a healing vat or simply rest and recovery. In circumstances where a healing vat is not available, the gamemaster may decide that a particular wound requires actual surgery from an intelligent being (whether a character or AI-driven medbot). Usually in this case the character will be incapable of further healing until the surgery occurs. The surgery is handled as a Medical Test using a field appropriate to the situation and with a timeframe of 1–8 hours. If successful, the character is healed of 1d10 damage and 1 wound and recovers from that point on as normal.
||||||~ [[#Healing Table]]Healing ||
|| **Character Situation** || **Damage Healing Rate** || **Wound Healing Rate** ||
|| Character without basic biomods || 1d10 per day || 1 per week ||
|| Character with basic biomods || 1d10 per 12 hours || 1 per 3 days ||
|| Character using nanobandage || 1d10 per 2 hours || 1 per day ||
|| Character with medichines || 1d10 per hour || 1 per 12 hours ||
|| Poor Conditions (bad food, not enough rest / heavy activity, poor shelter and/or sanitation) || double timeframe || double timeframe ||
|| Harsh Conditions (Insufficient food, no rest/strenuous activity, little or no shelter and/or sanitation) || triple timeframe || triple timeframe ||
===Healing Table Expanded=== 
(Included Healing Vat information)
||||||||~ Healing ||
|| **<span style="font-size: 90%;">Type of Healing</span>** || **<span style="font-size: 90%;">Character Situation/Requirement</span>** || **<span style="font-size: 90%;">Damage Healing Rate</span>** || **<span style="font-size: 90%;">Wound Healing Rate</span>** ||
|| <span style="font-size: 90%;">First Aid</span> || <span style="font-size: 90%;">Damaged within 24 hours</span> || <span style="font-size: 90%;">1d10</span> || <span style="font-size: 90%;">1</span> ||
|| <span style="font-size: 90%;">Surgery</span> || //<span style="font-size: 90%;">None?</span>// || <span style="font-size: 90%;">1d10</span> || <span style="font-size: 90%;">1</span> ||
|| <span style="font-size: 90%;">Natural healing, no biomods</span> || <span style="font-size: 90%;">Character without basic biomods</span> || <span style="font-size: 90%;">1d10 per day</span> || <span style="font-size: 90%;">1 per week</span> ||
|| <span style="font-size: 90%;">Natural healing, basic biomods</span> || <span style="font-size: 90%;">Character with basic biomods</span> || <span style="font-size: 90%;">1d10 per 12 hours</span> || <span style="font-size: 90%;">1 per 3 days</span> ||
|| <span style="font-size: 90%;">Nanobandage</span> || <span style="font-size: 90%;">Character using nanobandage</span> || <span style="font-size: 90%;">1d10 per 2 hours</span> || <span style="font-size: 90%;">1 per day</span> ||
|| <span style="font-size: 90%;">Natural healing, medichines</span> || <span style="font-size: 90%;">Character with medichines</span> || <span style="font-size: 90%;">1d10 per hour</span> || <span style="font-size: 90%;">1 per 12 hours</span> ||
|| <span style="font-size: 90%;">Healing Vat</span> || <span style="font-size: 90%;">Healing normal damage to a character who has taken 3 or fewer wounds.</span> ||   || <span style="font-size: 90%;">1 per 2 hours</span> ||
|| <span style="font-size: 90%;">Healing Vat</span> || <span style="font-size: 90%;">Restoring major lost body parts like arms or legs, or healing dying or nearly dead character who has taken 4 wounds.</span> ||   || <span style="font-size: 90%;">1 per 12 hours</span> ||
|| <span style="font-size: 90%;">Healing Vat</span> || <span style="font-size: 90%;">Restoring recently dead character who was placed in medical stasis to avoid death, but who is mostly intact.</span> ||   || <span style="font-size: 90%;">1 per day</span> ||
|| <span style="font-size: 90%;">Healing Vat</span> || <span style="font-size: 90%;">Restoring recently dead character who is placed in medical stasis to avoid death, and who is missing most of their body.</span> ||   || <span style="font-size: 90%;">1 per 3 days</span> ||
||   ||   ||   ||   ||
|| <span style="font-size: 90%;">Condition Modifiers</span> || <span style="font-size: 90%;">Poor Conditions (bad food, not enough rest / heavy activity, poor shelter and/or sanitation)</span> || <span style="font-size: 90%;">double timeframe</span> || <span style="font-size: 90%;">double timeframe</span> ||
|| <span style="font-size: 90%;">Condition Modifiers</span> || <span style="font-size: 90%;">Harsh Conditions (Insufficient food, no rest/strenuous activity, little or no shelter and/or sanitation)</span> || <span style="font-size: 90%;">triple timeframe</span> || <span style="font-size: 90%;">triple timeframe</span> ||
==Synthmorph and Object Repair== 
Unlike biomorphs, synthetic morphs and objects do not heal damage on their own and must be repaired. Some synthmorphs and devices have advanced nanotech self-repair systems, similar to medichines for biomorphs. Repair spray may also be used to conduct fixes and is an extremely useful option for non-technical people. Barring these options, technicians may also work repairs the old-fashioned way, using their skills and tools (see Physical Repairs, below). As a last resort, synthmorphs and objects may be repaired in a nanofabrication machine with the appropriate blueprints.
===Physical Repairs=== 
Manually fixing a synthmorph or object requires a [[Hardware]]Test using a field appropriate to the item (Hardware: Robotics for synthmorphs and bots, Hardware: Aerospace for aircraft, etc.), with a –10 modifier per wound. Repair is a Task Action with a timeframe of 2 hours per 10 points of damage being restored, plus 8 hours per wound. Appropriate modifiers should be applied, based on conditions and available tools. For example, utilitools apply a +10 modifier to repair tests, while repair spray applies a +30 modifier.
===Repairing Armor=== 
Armor may be repaired in the same manner as Durability, however, wounds do not impact the test with modifirs or extra time.

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