# Beestation - fleshmed second draft
med system lightly inspired by baystation and rimworld whilst attempting to keep the feel of beestation in the fields of combat.
note due to the fact this med system heavily operates on proper biology many races that have. amboigious biological functionality will need to be discussed on a later date
*currently golems,skeletons,ethereals,oozelings,plasmamen* are poorly defined and may have statments about how they work... differ
this system is designed to be modular and to allow for the theoretical creation of custom races. as all races and their properties become legobricks of flesh bone, special bodyparts and organs
this med system attempts to do the following
* increase medical variety and complexity
* keep the combat balance simular to current bee (no random lucky heart shots that instasntly down a target or having to slam a person 50 times)
* maintain beestation level forgivness (in bay going into space for 0.1 seconds instantly destroys your lungs. here your lungs will still hurt over time but there will be no systems that instantly fuck you over in the field of accidents)
* make organs actually matter in the field of medicine (did you know outside of chemicals and speicifc disseases most organs cant even take damage)
* adress some issues bee's been having with medical and combat
(death having no penaulty, healing can be a bit to instant)
* being revived now takes time to fully recover from. having some minor negative impact such as movespeed penaulty and item use speed penaulty
* injuries do not heal instantly. although they are treated quickly. allowing what i think is the best med to crew dynamic. of relatively quick medical work with some time after the player being slightly weaker until they heal fully while doing stuff rather than waiting in med. in addition injuries can be reagrovated if a wounded player engages in combat undoing the medical work making injured players squishy
* emergent gameplay,solutions and content have been theorized by several readers
* makeshift medication to be more of a thing not only in a large expantion to makeshift surgical and medical tools but the ability to aleviate wounds with simple treatment... not fully treating them but still providing some relief until proper treatment is avilable
## the basics
* in fleshmed damage is seperated into wounds across several groupings. while in all other advanced med systems wounds are all severe and dangerous in fleshmed all damage is wounds and lesser wounds are not that big of a deal. but severe wounds can be debilitating.
* carbon layering flesh and bone system that protects organs and determines what wounds are valid for this race
* redesign of the damage types's function
* organs matter *duh*. and can be harmed in a wider variety of ways
* a pain system to keep a consistent (amount of damage till crit) otherwise attacking people till crit can be a very random number
* intertwined health stats that make medicine less of a simon says with meds. and more of a problem solving game. there's multiplie health stats that affect various other stats. all affected by various sources like organs or chemicals with usually multiple soluitons.
* compleate poison revamp
* new damage state - strain damage. its basically stam damage but it heals itself more slowly
* oxy and tox damage are no longer a thing but their own health conditions, blood oxygenation and blood toxicity
* dying has some consequences mainly the player's life stat will be low when they revive giving them some temporary negative stats until they stabalize properly
* healing is no longer instantanious while keeping the high pace of medical. mainly treating a wound can be done quickly and with no fuss. no artifical slowing down of healing. however wounds take some time to heal after treated and taking significant damage will undo the medical treatment.
*a treated wound doesnt heal instantly but also doesnt hamper a player's ability to engage in non combative actities much. thus outside of combat medical treatment can still feel as if instant. while also ensuring that players healed cant just jump back into a fight instantly*
* healing wounds consumes nutrition and players who are hungry heal their wounds slower. players starving even slower. and players with no nutrition. do not heal at all... same applies for blood regen.
* antags are kept in mind and given some buffs to counteract the issue of their lonesome nature in this new medicinally important nature
* tots can preform surgery on themselves better than others
* new makeshift medical equipment and the one that existed is more easy to aquire
* the ability to make races be massively varied in how they work
* the ability to slot custom races like lego
## the layering system
a system to make organ damaging less arbitrary, to define a race's armor stats and to define a races's valid wound types
all races now posses 2 core properties
flesh - contains all of the race's custmo bodily properties, resistance values, and determines what flesh wounds you will have (may be null.. for example plasmamen have none so they have no flesh type wounds to pull from only bone).
bone - contains only armor variable of itself, determines what bone type wounds the race can have and if its null all bone steps in surgeries are skipped. (for example oozeings cannot take any bone damage. but have no bone layer to protect their organs)
all carbon's bodyparts have 2 health values. the flesh and the bone (unless they lack one). with a rough 60:40 health split form the health total. so an arm would have 30flesh and 20bone health for a 50 total
each layer protects the layer bellow it. some damage types have armor penetration characteristics. as the layer's health drops the amount of damage it absorbs lowers further and further as the hits dig deeper in the subsequent layers. and (if talking about chest and head.) into the organs. while 1 hit wont do much to your organs a big beating's gonna leave you with something ruptured
* external armor - acts as is right now absorbing a portion of the damage. there are changes to the new damage types.
* all blunt damage has a +15% penetration
* all slash damage has a -40% penetration
* all pierce damage has a +35% penetration
(theese are example layers for human. flesh layers are modular things made by the race's designer the way they want it. not hardcoded)
* the flesh layer - has the armor values of the race as the bodypart's flesh health drops the bodypart's functionality drops. for limbs that means they move slower/act slower. for the chest that means the lung's effitiency drops (min 50%) *more detail in organs section*
* the bone layer - has its own armor value. it has a min damage value (default 5). meaning if damage dealth to the bone layer is less than 5 and there are no active wounds to take up that damage. it is bounced back to the upper layer. if none avilable it is simply denied, if its health reaches 0 that limb is disabled. but it has no effect on chest or head. (although it does mean the organs are exposed for easy damaging).
* if both flesh and bone layers health reaches 0. that limb is severed. and basically all chest/head damage is dealth to the organs
* blunt damage - has 30% penetration. meaning 30% of damage bypasses into the next layer. its good general purpose and with enough beating can do everything from bruises to broken bones to minor organ bruising even without the need to fully remove a layer.
* slash damage - has terrible 15% penetration but the wounds it inflicts are more severe (cuts over bruises) it has a 0.8 damage multiplier to bone and machine skin. good against fleshy targets and devistating to oozelings but ipc's and plasmamen would prove difficult. its also very hard to deal organ damage with it. it is however very weak against armored targets
* pierce damage has an 70% armor penetration but the wounds it deals are inferior to all other and capped (puncture wounds) it is however powerfull against armored targets. it has 40% to bypass the bone layer and 20% to miss the organ layer (for chest). and may cause an exit wound if the total attack damage still has some damage left whilst all wounds it dealt had max damage (if the attack vector was a bullet that'd spawn an exit bullet that'd deal the entry bullet-damage spent on target) note that puncture wounds have a upper damage cap for their wounds.
* burn damage inflicts nasty burn wounds and has its armor penetraiton dependant on the damage of the hit. the higher the value the more it penetrates. 10 ligher hits will toast your skin. 1 unusually powerfull laser bolt will fry your bones and organs
* weapons can switch attack type depending on thier default damage type
* blunt weapons cannot switch state as they can only hit blunt. but are quite good at it
* pierce weapons *like cap's sword and the spear* can switch from pierce to blunt (hilt smack) but the blunt damage is only 30% the damage of the sword's main attack methood. at least its good at piercing
* most slash weapons may switch between all 3 modes. (exept cleaver) from slashing 100% damage to stabbing 80% damage to hit bashing 30% damage
* armors and armorvalues - both in balistic and fleshy variants
*note - blunt and pierce ignore %30 and 60% of armor respectively*
there exist 2 armor types
* absorbed damage isnt totaly lost. all blocked damage is converted to stam damage. this damage is then run trough 2 armors. the stam armor and the "remaining armor of the damage type that waas blocked" (remaining being armor-intial damage). unless the armor is way stronger than the damage a person can still be knocked from the repeated shocks from the hits. since absolute armor can have situations where a person is totaly impervious. this is important
- reflecting - if the damage dealt is less than the armor value of this type. it is totaly reflected back to the fleshlayer above it or discarded if the fleshlayer is topmost... used mainly to represent entities resilance to low amounts of damage (ipc's skeletons and bones punched with force less than 5 wont feel a thing. trying to burn an oozeling with a less than 5burn lighter would also be useless)
however if the damage does exeed the armor value it ALL goes trough. as if there was no armor at all
- absorbing - the standard armor type. in fleshmed all armor is absolute. meaing its a flat damage reducing number... armor penetrating damage types can help against heavy armor
* armor types
* brute generic - standard brute armor protects against all brute types
* subtypes - they only absorb that subtype usually exist as additions to brute generic.
* blunt - usually found in riot armor and soft clothing
* pierce - usually found in balistic armor and hard gear
* burn armor - reduces damage form most burn sources
* fire armor - reduce damage from being on fire also speed up its extinguishment
* stam - protects from stamdamage both primary and impact from blocked damage
* insulation - slows down temp changes from the exterior to the body up to total spaceproofness
* radiation - prevents radiation from iradiating the body. note doesnt not prevent getting radiated only iradiated. (one the radiation simply exist ontop of you the other you are full of radiation)
* chemical insulation - reduces the strenght from ontouch chemicals. also reduces the volume of chemicals that enter trough open wounds when spilled
## the body and organ systems
inside the body of every carbon lie organs and processes with a main goal of maintaining the concousness. process. it is the process that keeps players alive. all processes are %based values ranging from 0% to anything. intertwined together. some processes may even be enchased with drugs to go beyond 100% boosting preformance at the cost of health risk
as an organ's effitiency drops so do the outputing processes.
all calculations with more than 1 process take the avarage (P1+P2+...Pn)/n
* global body variables
* bodysize - defined by race+traits - defines the total size of the organism. the larger the organism the more bulk,limb effitency, limb effitency safe limit(however doesnt grow as fast as effitiency so a limit will be reached at certain sizes),
* base bodysize - it is this vaule that's taken into acount when enlarging/srinking sprites. usefull if you wanna asign the entity a naturally large sprite and set it to large bodysize without said sprite being stretched even further
* while large entiites have incresed movespeed from their extra effitient legs. their incesed bulk generaly counteracts it making them not as fast as one'd think they'd be
* bulk - gained via bodysize, and total gear - value mainly used in [fleshcombat](https://hackmd.io/9ODJjVfFT5W4TD4dhdO3Lg) in general the larger it is the harder the entity is to be pushed around. and the greater advantage it has when engaging in grab and shove combat. but the entity will move and dodge slower... in addition bulkier entities are dragged more slowly
* diet - what food an entity can safely eat and what food it prefers... not really changed
* nutrition - the fuel in an organism's body gained form eating. if it grows to large the organism can grow fat gaining bulk. and if to low it can grow whitered loosing bulk. low nutrition also hampers stam and stagger recovery speed and lowers limb effitiency
* metablolic rate - increased from limb effitency(prostetics use external power and are not counted), bodysize and stagger damage healing.
- consumses nutrition.
* fatiuge - fatuige is a sleep stat used in [F&S](https://hackmd.io/u2ArepQcT8mMcRIGqaO-Mw) for some negative traits and general sleepynes
it is a value determening exaustion. and does not grow naturally. a sub stat known as fatuige tier determines the rate of naturally developing exaustion. this tier is only gained from negative traits(overworked,insomniac). fatuige rising at certain tresholds begins to progresively, reduce and ocasionally blur vision, slur speech, slow down player and has small chance to knock out at high tiers. it is healed via energy providing foods and drinks like coffee chocolate and energy drinks, sleeping does not heal fatuige but does halt it. certain foods drinks and drugs rise fatuige but for players with fatuige tier of 0 it goes down naturally
* organs and the processes they manage
* life - the finall buffer before death. this stat exists at 100% most of the time but when concousness drops bellow 20% it begins to slowly fade. by 1% per 2% bellow 20 concousness. once it reaches 0. the player dies. when a player is revived the stat will jump to 30% instantly and slowly recover as long as concousness is above 20%. displays messages on the body that notify anyone around that this player is DYING
this value being bellow 100% has negative impacts so when reviving or recovering from neardeath the player will be slightly slower, preform actions slowlwer and stutter a bit
* brain - the most important of all organs - may be directly hurt via certain poisons like lead. direct brain damage has the additional effect of potentially causing brain traumas
* outputs - concousness. when this process begins to drop bellow 90% increasing visual aftifacts appear on the screen of players simular to blurryness and frame fading, causing dizziness and movement speed penaulty. when it drops bellow 20% the carbon will fall unconcouss and their life will begin to fade away.
* sight,hearing,talking are also lowered at half scale (at -50 concousness translates to -25 of them)
* input - blood oxygenation a very important process it affects all organs - may be affected by certain medicines,
process determined by
* lung effitiency - see lungs
* blood pumping/blood pressure/heart effitiency - see heart
* blood volume - see blood
* lungs - the ONLY oragn unaffected by blood oxygenation lungs may slowly aquire wounds when breathing in dangerous atmos, burns for hot or cold and pressure wounds for low or high pressure. it is also affected by the haelth of the chest's flesh layer. as that layer's health drops the effitiency of the lungs drops down to minimum of (50%). droping the lungs further requires direct damage.
* heart - the heart's % effitiency may be varied by drugs more than most other adrenaline/epinephrine for one. however heart effitiency above its standard max +50% runs the risk of slowly buliding up stam damage to the organ and if it works 75% above standard it runs the risk of a heart attack, if blood oxygenation begins to drop the orgain will begin to rise its effitiency at the cost of slowly building stam damage. it will stop if stam damage is more than 20
* input - blood oxygenation
* liver - slowly lowers blood toxicity property at the cost of its own health and "digests" reagents in the blood. this organ heals 2 times faster than others
* input - blood oxygenation
* output - reducing blood toxicity
* stomach - digests reagents and food consumed injured stomachs run the risk of vomiting food back out. consuming dangerous substances can harm the stomach
* input - blood oxygenation
* eyes - deterime sight - may be harmed by harsh lights and if not wearing protecitve eyewear. dangerous atmos conditions such as high/lowpressure,plasmafire ect. flashbangs and harsh lights cause strain damage to eyes
* sight - as this process drops a radial blur followed by radial darness constrict the player's visibility further and further until blind
* ears - determine hearing - may be harmed by harsh sounds and very high/low pressure. harsh sounds cause strain damage to ears
* hearing - as this process drops the player has a chance to hear words and sentences increasingly garbled worse at greater distances away all the way to barely comprihendable text alongside periodic failure of all audio cues followed by compleate deafness
* tounge - determines talking and contains the race's talking quirks, harmed by consuming dagerous reagents/items
* talking - determines how garbled the text output of the player will be all the way to barely comprihensive text followed by muteness
* pain sensitivity - unafected by organs but only by certain chemicals and some statuses like being drunk. a multiplier to pain gained from wounds. pain bellow 100% gives a small scaling sucsess chance boost to self surgeries (more on them later), however pain bellow 50% has a increasing chance for the player to get hurt doing random tasks. pain also determines the strenght of various pain effects like stubbing your toe. if the target's pain value is bellow 40% they compleatly loose the pain overlay and cannot tell their state of health other than seeing their external wounds, they also loose the ability to see internal pain messages (your liver is hurt)
* blood toxicity - raised by certain poisons,necrosis and other. it has a given %chance per second to deal small amount of toxin wounds to random organ picked from avilable. may cause vomiting
* 0-10 - damages liver only 20% chance per second
* 11-30 - damages liver,lungs 40% chance per second
* 31-60 - damages all organs but brain ticks 40% chance per second
* 61-100 - damages all organs 60% chance per second
* vomiting purges ~60% of reagents in the stomach
* bodytemp - diffrent races have diffrent total accepatble bodytemp ranges if that range is outside the accepted. the body's organs will have their effitiency reduced whist taking small damage at higher/lower temps
* coagulation rate/blood thinning - the speed at witch bleeding wounds coagulate and stop bleeding. a low value is bad if you got bleeding wounds BUT it increases blood pumping rate. high vaule is good when you are full of holes but it reduces blood pumping rate
* bodyparts and their functions - all bodyparts have a safe upper limit to their effitiency. above it they will begin to take damage when preforming any act. this limit is diffrent for diffrent limb types and is determined by the "stress resistance" of the flesh and or bone layers of said limb / limb's health
all bodyparts have effitiency determined by the bodypart's flesh health. this effitiency affects the work each bodypart does
(hp numbers assume default flesh to bone health ratio 60:40)
* arms - total health 75 45:30 - arm effitency determines action speed with that limb and attack accuracy with weapons. as arms get damaged a dispay border on the arms inventory UI will go from green to yellow to orange to red to inform players what arm works better. also determines speed when crawling.
effitiency above 100% provides a progressively diminishing boost to itemuse speed. and a half diminshing boost to physical damage(unarmed or with melee) and stam damage(unarmed).
* with effitiency above 200% superior strenght is achived the entity gains a major boost in all resist acts and can throw further with greater force actions alongisde the standard benefits (this is unsustainable for normal arms and hard to achive)
* with effitiency above 400% superhuman strenght is achived
the entity gains major boost to all resist actions, agrograbs, the ability to force doors open with bare hands, the ability to pickup objects to heavy to pickup and throw them, throws are way stronger and further, the ability to wield dual wield items with 1 arm at full effitiency. (basic arms will quickly snap in half with this level of effitiency stress. this is immencely difficult to achive). mostnly witnessable by xenos and great beasts
* legs - total health 75 45:30 - determines speed. with total speed calculated taking the avarage of both legs. if total speed is less than 20% player looses the ability to walk and is droped
at effitiency above 100% minor speed buffs at diminshing returns are gained. alongside faster get up from prone actions.
* at effitiency 200% the entity gains the leap ability granting it the power to jump a few tiles
* at effitiency 400% the entity gains greater leap. ability grants it the power to jump nearly 9 tiles and if any target is hit they will be thrown back and off and take damage while the entity also falls but unharmed
* chest/groin - total health 200 120:80 - 100% of chest flesh health translate to 50% of lung effitiency. (if chest health is 60 that'd be 50%. translating to -25% lung effitiency)
* head - total health 100 - 10:90 - determines talking effitiency (effitiency cannot go above 100%)
gibbing.
if a bodypart recieves more than 3/4 its **TOTAL** health in a single hit **AND** that damage gets its total health to 0 or less the limb is evicerated... destroyed utterly... effectively. gibbed. if the bodypart has organs they are spilled on the floor.
head and chest require 90% of the bodypart's health in a single hit that leaves it to 0. in order to be gibbed to be gibbed
## pain system - a moderator to keep combat balance
pain is being implemented as a form to keep the old 100damage till crit. without it. it would be entirely possible for some targets to need to take massive beating to be taken down and critting someone would almost always be nearly lethal.
(a rimworld stand in example wound be painless pawns that will either die to bloodloss from sever wounds or loose concousness from to fucked up organs both cases being way more lethal if they dropped from pain)
pain is aquired from the wounds players aquire as they get hurt. diffrent wounds have some variation in pain strenght. once pain reaches 100 points (the old 100 till crit) the target falls to the ground form pain.
the new states of crit are as follows
* severe pain (pre crit) - 75-99. the target begins to stutter and movement will become increasingly slow the higher the value
* painshock (very soft crit) - target is forced prone but can still talk and use items - 100-110
* crit shock (soft crit) - 111-150 - target is in soft crit can crawl and stutter badly(instead of wisper) but cannot use radio
* agony and passout (hard crit) - 151> - target is compleatly unresponsive and goes unconcous
after a target enters any of the crit states a 30s timer starts. gaining more pain reserts the timer back to 30s once the timer reaches 0 pain begins to slowly decay down to 50% of the total pain. if it was an accident or you SOMEHOW managed to escape your assilant you would be able to (if total pain is less than 222) enter a state where you can use items and maybe even walk
pain cap is 300
## poison revamp and reagent injection methoods
poison chemicals now exist in 2 parts. said 2 parts can be heavily varied allowing for custom and procedural poisons
* the poison target - the poison may target a specific bodypart,organ, or group of bodyparts and organs
* the poison damage types - the poison can posses a mixture of the 4 base poison damage types.
* white - the poison deals strain damage. while that might be harmless if it targets a bodypart like the legs, it can be quite debilitating if it targets the organs potentially even lethal without medical assistance
* yellow - raises blood toxicity whilst dealing slight strain damage to bodypart.
* red - inflicts tox wounds to given target
* black - inflicts necrosis damage - this is the most dangerous poison type
not counting any custom poison properties
poisons are no longer a generic damage dealer with some fancy properties to the side. toxins are now a highly varied danger to the body anything from blinding poisons to leg paralyzers to heart destroyers. medical will now have much more work
*disseases* - disseases now posses a few new symptoms that would take advantage of the new poison system
*radiation* - systematically operates simualr to how it operates now. at low dosages it inflicts toxic wounds across the entire body. organs included. if the entity aquires a very large volume of rads in a short period of time they will aquire radiation burn wounds. very dangeorus. this does make radiation somewhat more dangerous now
* plasmamen,IPC's(duh) and oozelings are unaffected by cancer wounds they can however still aquire radiation burns. (they just cannot uppgrade to cancer)
*new poison centric medication* - a group of basic and advanced medicines that are basically how poison works... but inverted
* white medicine group - a set of medicines that heal stam damage in given bodygroups or in general
* yellow medicine group - a small group of medicines that lower blood toxicity - charcoal and most current antitoxs would probably be here
* red medicine group - medicines designed to eliviate and heal toxin wounds
* black medicine group - designed to remedy necrosis
*toxinlovers* - all 4 toxintypes have their properties inverted like before. the 4 poison types act like the 4 medine types and vise versa. you treat an oozeling's necrosis with necrosis causing poisons. this does mean that oozeling's would now have harder time aquiring medicines for more severe or specific poisons
reagent intake methoods
* ingestion - reagent is placed into stomach if it has a oncontact interaction it applies it to the stomach (dont drink acid kids). it then slowly transfers the reagents into the body proper. if the stomach is injured or takes damage in a short period of time it will vomit. expelling 60~80% of the reagents in it. ingested reagents may harm tounge to
* injected - pretty simple. reagent is instantly inserted into organism. the piercing value of the armor will determine the protection against all injection vectors... shoewear included for floor hazards
* ontouch - the reagent touching the skin. if the reagent has on touch property like an acid or a red type poison it will leave apropriate wounds. OR do wharever it does. otherwise it does nothing. (all clothing items have values that determine how well they protect from touch. even a basic jumpsuit is a slight protection)
**HOWEVER** if the target has open bleeding external wounds the reagents have a chance to enter the wound. depending of wound size per wound. the reagent will act on the wound first and then move onto the body in general. throwing a bottle of bruise medicine onto someone wont entirely waste it
* on touch eye - simular to normal touch however 20~40% of the chemical will enter the eye organ even if there isnt a bleeding wound
* inhale. injects tiny amount of the reagent/s in the lungs. dependant on breathing strengh(carbons that dont breathe are not affected). does not work if the organism has internals or doesnt breathe... duh
* gas cloud - a mix of breathe and touch
## blood and bleeding
we will skip the basics low blood volume bad ect.
blood recovery is dependant on a specific organ/layer group. default bone. the more injured overal the slower healing
boneless races will need a diffrent organ defined for their bloodregen.
bloodless races clearly dont use blood oxygenation as their concousness organ input *coughGOLEMScough*
blood loss volume is determined by the total amount of bleeding wounds. seperated into external and internal
external bleeding wounds bleed all over and reagents can get in them. 10s after a bleeding wound is started coagulation will begin. its a nonlinear curve of reducing bloodloss volume. the smaller the bleeding number the faster it coagulates. big wounds start of slowly but taper of pretty quick at the tail end of coagulation. the wound taking additional damage undoes some of the coagulation and sirts out blood
bleeding rate is further modified by blood pumping. accounting for up to 75% of bleeding (meaing at 0% blood puming blood loss is lowered to 25,).
coagulation medicine can speed up the rate of coagulation. but higher coagulation negatively impacts blood puming rate
the reverse is also true. anti coagulants boost blood pumping rate. but god help you if you get cut.
bleeding interactions
* acting on a bleeding wound leaves some of the target's blood on the arm/item interacted with
* depending on the amount of total bleeding of the target. touching them/walking into them may apply blood onto your arms/body
* hitting a bleeding target can siprt some blood out either on you or nearby tile at random for a tiny bloodloss volume (potentially dangerous if the target in question is a zappy etheral or toxic oozeling and you also have open wounds for the blood to get in)
* very high bloodloss wounds such as surgical or certain large wounds can spirt blood out at a great distance
* bandages reduce the amount of bloodloss on a wound. directly speeding up coagulation speed
* bandages when applied on a wound have "soakability" if that value is bypassed by a particalrly bleedy wound the bandage's blood stopping power goes from 90% to 50%. replacing the bandage on that wound is ideal
## properties of wounds
all wounds are splint into categories and exist in several severity states with smaller wounds being able to become more severe variants
wounds are aquired from damage. when taking any damage in a given flesh/bone/organ a wound is spawned depending on the dominant damage type. any subsequent attacks have a chance to give their damage into that wound to make it more severe or to make a new wound. for each wound in the bodypart. depending on its size. chance to hit wound = wound dmg*2 for any attacks. rolled per wound
wounds are visible in a external ui when observing self or diagnosing another player (to diagnose agro grab someone and help intent them it takes 5 seconds)
wounds have the following states (numbers not final)
* default - wound's normal state - wounds heal naturaly over time but in this state it has not been treated and it heals slowly
* agrovated - caused when additional damage is dealth a nontreated wound. for a short period of time all properties of the wound are elevated by 20% before it returns to default
* tended - wounds can be tended by various means. a state where a wound has been qiucly patched all wound stats are reduced by 40%
* treated - wounds can be treated this is the proper way to handle a wound fully removing any negative conditions and reducing pain by 80% whist greatly speeding up recovery. and preventing any possible complications
* cured - some wounds (usually smaller ones) can have a treatment that instantly cures them. removing the wound instantaniously
* reagrovating - caused when a tended or treated wound has taken damage. taking 40% (for tended) and 80% (for treated) additional damage. of the damage a wound has would reagrovate the wound undoing the treatment and setting it in agrovated state
(example a treated wound that is 10 damage needs to take 8 damage to be reagrovated but that doesnt need to happen in 1 hit but can acumluate over time with a long timer to remove the acumluation)
some wounds may get infected. infected wounds heal even more slowly and case small amount of yellow type toxin damage. prevent via sterlization. cannot remove once infected. until the wound is healed
if damage from a diffrent damage type deals 60% damage to an existing wound it will convert the wound into the same wound tier of a diffrent wound type. with the exeption of blunt damage
(after being slashed extensively being gunned with laser has a chance to cauterize your wounds at least into burn wounds)
## new healing
relative medicines reduce the pain and slightly eliviate the wound. if applied as a patch acts instantly but if they are in the bloodstream they take some time and act more slowly. even if they fail to treat or tend the wound
special medical items
* auto sutures - 1 time use emergency wound stitcher
used to stop the bleeding of t1-t3 slash and puncture wounds and close surgical incisions
* styntflesh patch - used to instantly cure any 1-3 tier brute wound exept tiers 4-5 treating those.
* tissue - if applied on an organism of the same fleshtype with tissue grafting surgery it can be used to treat any burn and any severe slash wound instantly. aquired via tissue extraction surgery. that creates a slash wound on the patient. it can also be used to replace tissue taken from other parts such as necrosis. applies to organs as well
* bone braces - metalic braces easily made with a protolathe used to treat minor and moderate
* bone gel - fancy and expensive gel used to cure moderate bone injuries and treat severe bone injuries. can be applied via syringe to the wound without the need of open surgery. but this only works for more minor injuries
* bone settler - advanced surgical tool used to pop bones into place at 100% sucsess chance. not mandatory but welcome
* bone - pulled right out of some poor sod with bone cutting can be used to replace a badly broken bone. just pull the broken bone and slot the healty one... its also a solid melee weapon
* splint - adds a small boost to bone healing and reduces sysmptoms of bone injures
* makeshift surgical set - for makeshift medicines
* makeshift medical analysis tools - for makeshift diagnosis (blood diagnosis, internal wound detection, bodily function diagnosis)
* tribal surgical eqipment set
* tribal tribal diagnosis tools (blood diagnosis, internal wound detection, bodily function diagnosis)
* no tool basic diagnosis methoods (pulse messuring. reaction and bodily observation,)
* makeshift prostetic - maint craftable prostetic limb if you cant get a proper one
* neural reader - attach to synthetic or prosthetic limbs then apply on missing limb. attaching it to you without the need of surgery. however the connection is very frail and the limb can easily be knocked off you even with relatively low damaage. a proper surgery attachment is better. can be taken off the prosthetic
* makeshift neural reader - identical to the normal reader but holds the limb even less securely
exotic healing items for the use by traitors and ERT medkits for rapid recovery in otherwise impossible situations
* syntflesh injector - cures a severe brute wound rapidly. 5 uses
* flesh reconstruction patch - applied to rapidly cure burn and pressure wounds stacks to 3
* cellular recucitation pad - used to rapidly recovery toxic and necrotic wounds stacks to 3
* tissure splicer - apply on any severed limb and reatach limb. limb will begin to slowly regain functionality as the limb wound begins to rapidly heal
* calcium-9 - an exotic compound that stimulates RAPID bone recovery
* surgeon assistant - allows a user to preform self surgeries with all surgeries comes with painkillers
* life sustainment rune - curtesy to the blood cult forges for their kind "donation" apply on forehead. prevents concousness to drop bellow 60% for 1 minute
new surgical procedures
* vein splicing - used to stop the bleedign of wounds
* tissue extraction and tissue grafting - used to apply on burn and slashed wounds for quick recovery at the cost of someone else. tissue decays rapidly. DO NOT APPLY INCOMPATABLE OR DISSEASED TISSUE (will convert former wound into necrotic wound) can be used on organs to extract organ tissue that can be used on damaged organs if you cant afford to just replace the organ
can target any wound and extract it. feature usually used to remove necrotic tissue and replace it with healthy one
* bone bracing - using bone braces restores bones
* bone cutting is now its own step to provide full access to most organs. can also be used to extract a bone with a retractor if you wish to preform a bone transplant
* bone setting - pop bones back into place, you can try with your hands but failure can make it worse adding more damage to the dislocation
new makeshift medical items and procedures
* cloth can now be used as makeshift bandages. cloth can now be aquired form ripping any clothing item
* makeshift bone settler used to settle bones. makeshifly
* makeshift retractor pincers. better than a screwdriver worse
* setting maonuver - the bone setting manouver can now be used to remove dislocated bone wound.
* bone setting wound action. one can click on dislocated bone wound in the UI to attempt to recover it on their own... the odds are very low of sucess and very high of making it worse. and the pain is immense
antags can preform this manouver on themselves at greater with improved sucess odds
* makeshift splint - not as good as a medical splint but still better than nothing
## revival
when defibrilating target's body is "revived" for 5 seconds and allowed to update bodily function stats then its checked if concousness is above 10%. if its not revival will fail if it is the body will be revived and the soul yoinked in. it is medical's job to restore organ and status functionalities to revive a target.
defibirliation may be preformed on heartless races and will effectively begin the process... just aim for thier concousnes holding bodypart (head default) or anywhere if concousness holder is layer
races with auto revive trait(IPC's) will automatically revive once concousness is above 20%
races who's concousness holder is a bodily process rather than a organ will auto revie once that process is restored to 20%
deathhealing races(lings) will heal wounds even after death
## wound tending and surgery
accessing wounds is done via an external UI. i was considering using the side menu but there could be quite the size and variety of wounds flooding the text every time you check them. there you can see all wounds across your bodyparts see stats on them. and use items on them like a health scanner that gives more details and items to treat them.
treating a wound can requre one to multiple properties from applying medines to sterlizing and dressing.
surgeries are also initiated in this menu and no longer require drapes or sheets. only the tools for the job. either started on a wound or on a bodypart.
surgery is used to preforma advanced treatment to injuries. and open special surgical wounds in order to interact with lower layers of the body. while any big enough wound can allow you to interact with lower layers surgical are the least severe to do so
wounds are objects. they can be interacted with in may ways. by using items applying chems or other.
surgery is now a more open ended process steps are now their own seperate mini surgical procedures always starting with a procedure to open the bodypart for surgical access but from there its up to wharever you want. you may even preform nonsurgical actions in there and use random items or chems on organs or wounds as they are basically objects (like using radium on a tumor as a makeshift chem terapy to ward it off) but not using the proper prcedures can be messier. you CAN just rip out a heart but that'd hurt it if you needed it for anything usefull. opening a bodypart will create a surgical wound on that bodypart that allows you to interact with the insides with more surgeries or wharever. just make sure to close it afterwards
self surgery is now more viable. with the exeption of experimental surgeries one may use all normal surgeries just make sure you got painkiller of some sort in you... or alcohol.
leg surgeries are the easiest to preform followed by arm surgeries although you can only use 1 arm
and hardest are chest surgeries...
you cannot preform head surgery
antags are now more robust - medically speaking. they can preform self surgeries even at
normal pain sensation levels.
when preofrming surgery on a person blood and filth id is atteached on surgical tools and limbs. it is safe to reuse theese tools and not clean your hands. on the person with the same id but on any other elevates the risk of a or moderate amount of random toxin type to enter the bloodstream. and a tiny chance for a random dissease sometime infections sometime not clean tools and hands.
if the entity was already infected with a dissease the tools and hands will aquire that dissease and carry it to any other patient operated with them. syringes to
when dropped on a filthy tile (blood dirt ect) a surgical item gains the property of filthy. ID'less. it has lower chance of causing those symptoms but still higher than standard
sharp weapons can have chemicals coated onto them by pouring said chemical. it will wear off after some time on its own but until then any sharp/pierce attack will apply <30% of the chemical onto the wound (that will do its thing on the wound for a bit and then move onto the bloodstream until decapated) it creates IF the wound isnt blunt (failed penetration)
this effect can be applied accidentaily such as coating a weapon in blood from another target that got stabbed.
(stab an oozeling or ethereal enchant your weapon with toxic and electric respectively. stab an IPC to make your future targets flamable)
*notable surgical changes*
* the initial surgical step creates a surgical wound. less severe and painfull than any other wound that would be big enough to allow interacation with the layer under it. not needed if surgery is used on a bodypart already opened. (ie skin surgery or if there's already a severe enough wound that counts as openbody)
* clamp bleeders - greatly reduces bloodloss if the target is laying down. does not prevent blood trailing
## list of wounds
* flesh - blunt
* minor bruise t1 - a slight reddening on the skin
* 1-6 dmg
* properties - null
* pain factor - 0.8
* upgrades to - bruise
* treating - apply brute medicine patch,ice
* curing - apply advanced brute medicine patch
* bruise t2 - redishblue discoloring of the skin
* 7-20 dmg
* properties - null
* pain factor - 1
* upgrades to - 60% severe bruise, 30% internal bleeding 10% torn ligament
* tending - apply bruise medicine patch,ice
* treating - aapply advanced brute medicine patch, bruise medicine in bloodstream
* curing - null
* torn ligament t2 - a bodypart's ligament has been torn (LIMB ONLY)
* 21+ dmg
* properties - reduces limb effitiency by additonal 1% per damage (effectively doubled)
* pain factor - 1.5
* upgrades to null
* tending - apply a bandage for minor movement restriction
* treating - aapply advanced brute medicine patch, bruise medicine in bloodstream
* curing - null
* severe bruise t3 - large redishblue discoloring of the skin with minor puncture
* 21-40 dmg
* properties - causes very slight bleeding
* pain factor - 1
* upgrades to - minced flesh
* tending - apply bruise medicine patch,bruise medicine in bloodstream
* treating - aapply advanced brute medicine patch
* curing - null
* internal bleeding t3 - inflamated redish region of the skin
* 21-40 dmg
* properties - inflicts bloodloss without external bleeding, bloodloss caps at a certain volume dependant on the damage amount of the wound.
* pain factor - 1
* upgrades to - minced flesh
* tending - apply bruise medicine patch, advanced bruise medicine patch,bruise medicine in bloodstream
* treating - preform vein treatment surgery > apply bruise medicine/have bruse medicine in bloodstream
* curing - apply curing gel
* minced flesh t4 - the flesh has been beaten into a fine red pulp
* 41+ dmg
* properties - causes bleeding may become infected if not sterlized
* pain factor - 1.1
* upgrades to - null
* tending - apply sterilizer and bruise treatment chemicals
* treating - preform flesh transplant surgery
* curing - vein splicing and flesh grafting
* torn limb - t5 (chest only) - a hole where a limb should be the linb has been messily torn off veins,muscle,nerves and bone stick out
* 30dmg
* properties - caused to the chest when a limb is lost to a blunt type wound. severe bleeding
* pain factor - 1.5
* upgrades to - null
* tending - apply medical gause and blunt medicine
* treating - preform wound treatment > stitch the wound
* curing - limb replacment surgery
* flesh - slash
* minor cut t1 - a tiny cut wound with slight bleeding
* 1-6dmg
* properties - causes minor bleeding
* pain factor - 0.8
* upgrades to - minor laceration
* tending - null
* treating - apply a blunt patch or stitch the wound or medical gause
* curing - preform wound closing surgery, with a cautery. converts the wound into a burn wound with 50% of the damage
* minor bite mark - a mark of theeth bitting on the flesh. they didnt go that deep
* 1-10dmg
* properties - causes minor bleeding, increased odds of infection
* pain factor - 1
* upgrades to - nasty bite
* tending - apply gause, sterlizer is recomended
* treating - apply a blunt patch or stitch the wound or medical gause, sterilize the wound
* curing - null
* nasty bite - a deep bleeding bitemark
* 11-30dmg
* properties - causes bleeding, increased odds of infection
* pain factor - 1
* upgrades to - bitechunk
* tending - apply gause, blunt patch, sterlizer is recomended
* treating - apply a blunt patch, medical gause, sterilize the wound
* curing - null
* bitechunk - portion of the skin has been bitten off
* 11-30dmg
* properties - causes bleeding, increased odds of infection
* pain factor - 1
* upgrades to - bitechunk
* tending - apply a blunt patch, medical gause, sterilize the wound
* treating - vein spilcing, advanced brute medicine and bandaging
* curing - tissue transplant
* minor laceration t2 - a bleeding wound
* 7-20dmg
* properties - causes bleeding
* pain factor - 1
* upgrades to - major laceration 90%, cut ligament 10%
* tending - apply a blunt patch or medical gause
* treating - stitch the wound and apply bruise medicine
* curing - preform wound closing surgery, with a cautery. converts the wound into a burn wound with 50% of the damage
* major laceration t3 - a large bleeding lash
* 21-40dmg
* properties - causes bleeding, may get infected
* pain factor - 1
* upgrades to - terminal laceration 80% profuse laceration 20%
* tending - apply a blunt patch or medical gause
* treating - stitch the wound and apply bruise medicine
* curing - preform wound closing surgery, with a cautery. converts the wound into a burn wound with 50% of the damage
* terminal laceration t4 - a massive deep cut across most of the bodypart
* 41+dmg
* properties - causes severe bleeding, may get infected
* pain factor - 1
* upgrades to - null
* tending - apply a blunt patch, or medical gause
* treating - stitch the wound and apply bruise medicine
* curing - preform wound closing surgery, with a cautery. converts the wound into a burn wound with 50% of the damage
* profuse laceration t4 - a deep cut that has hit a vital vein. the bleeding is immense
* 41+dmg
* properties - causes extensive bleeding, may get infected
* pain factor - 1
* upgrades to - null
* tending - apply medical gause and blunt medicine
* treating - preform vein treatment surgery > stitch the wound and apply bruise medicine (doing only wound stitcihng will convert the wound into internal bleeding)
* curing - preform vein treatment surgery > preform wound closing surgery, with a cautery. converts the wound into a burn wound with 50% of the damage (doing only wound searing will convert the wound into internal bleeding)
* cut ligament t3 - a deep cut that has hit a vital vein. the bleeding is immense
* 21+dmg
* properties - causes extensive bleeding, reduces limb effitency at twice the damage
* pain factor - 1
* upgrades to - null
* tending - apply medical gause and blunt medicine
* treating - preform vein treatment surgery > stitch the wound and apply bruise medicine (doing only wound stitcihng will convert the wound into internal bleeding)
* curing - preform vein treatment surgery > preform wound closing surgery, with a cautery. converts the wound into a burn wound with 50% of the damage (doing only wound searing will convert the wound into internal bleeding)
* severed limb - t5 (chest only) - a hole where a limb should be. the limb has been cut clean off
* 30dmg
* properties - caused to the chest when a limb is lost to a slash type wound. severe bleeding
* pain factor - 1
* upgrades to - null
* tending - apply medical gause and blunt medicine
* treating - stitch or sear the wound
* curing - limb replacment surgery
* flesh - pierce
* small puncture wound - a tiny bleeding hole
* 1-10dmg
* properties - small amount of bleeding, does not accept more damage to grow, can be infected
* pain factor - 0.6
* upgrades to - null
* tending - bruise medicine
* treating - apply medical bruise patch or use bruise medicine
* curing - stitch (converts into internal tear)
* puncture wound - a bleeding hole
* 11-20dmg
* properties - small amount of bleeding, does not accept more damage to grow, can be infected
* pain factor - 0.6
* upgrades to - null
* tending - bruise medicine
* treating - apply medical bruise patch or use bruise medicine
* curing - stitch (converts into internal tear)
* exit puncture wound - a outgoing puncture wound the flesh has been violenty torn open from the inside
* 11-30dmg
* properties - bleeding, does not accept more damage to grow, can be infected,caused when a puncture attack penetrates all the way trough.
* pain factor - 0.6
* upgrades to - null
* tending - bruise medicine
* treating - apply medical bruise patch or use bruise medicine
* curing - stitch (does NOT convert into an internal tear)
* internal tear - a torn path remains inside the body
* 1-20dmg
* properties - only created when "curing" puncture wound. its usually safer than most other wounds but it runs the risk of being agrovated. cannot be treated. acts as if already treated
* pain factor - 0.5
* upgrades to - null
* tending - null
* treating - null
* curing - null
* lodged wound - a projectile lodged in the end point of a torn path
* 1-20dmg
* properties - only created from projectile. be it bullet or shrapnel
* pain factor - 0.6
* upgrades to - null
* tending - bruise medicine or bruse patch
* treating - stitch and apply bruise medicine
* curing - embed extraction surgery > apply medical bruise patch or use bruise medicine (converts to a treated puncture wound of proportional size)
* flesh - burn
* first degree burn - a stinging inflamation
* 1-7dmg
* properties - null
* pain factor - 1.2
* upgrades to - second degree burn
* tending - apply ice
* treating - burn medicine
* curing - skin grafting surgery
* second degree burn - blistered and inflamed tissue
* 8-20dmg
* properties - may become infected if not treated
* pain factor - 1.5
* upgrades to - 3rd degree burn
* tending - apply ice
* treating - burn medicine and desinfection
* curing - skin grafting surgery
* 3rd degree burn - scorched deeply burnt tissue
* 21-40dmg
* properties - may become infected if not treated
* pain factor - 1.8
* upgrades to - 4th degree burn
* tending - burn medicine
* treating - advanced burn medicine and desinfection
* curing - skin grafting surgery
* 4th - blackened burnt tissue utterly destroyed
* 41+dmg
* properties - may become infected if not treated
* pain factor - 2
* upgrades to - null
* tending - advanced burn medicine and desinfection
* treating - skin grafting surgery
* curing - null
* flesh - pressure
* pressure sore - mild discoloration and bleeding from tiny puncture holes
* 1-6dmg
* properties - mild bleeding
* pain factor - 0.6
* upgrades to - pressure bloat
* tending - null
* treating - bruse chemicals
* curing - medical bruise patch
* pressure bloat - moderate discoloration and bleeding from tiny puncture holes as the skin is bloated
* 7-20dmg
* properties - bleeding, extra vulnerability to all brute damage types
* pain factor - 0.8
* upgrades to - pressure tear
* tending - bruse chemicals
* treating - medical bruise patch
* curing - null
* pressure tear - bleeding from ruptured internal veins spilling out trough tears in the skin as the flesh has bloated severely
* 21-40dmg
* properties - bleeding, extra vulnerability to all brute damage types
* pain factor - 1
* upgrades to - pressure tear
* tending - bruse chemicals
* treating - vein treatment surgery and brute patch
* curing - null
* flesh - misc
* toxic wound - the skin is discolored
* 1+mg
* properties - null
* pain factor - 0.1
* upgrades to - null
* tending - antitoxins,antitoxic patches
* treating - advanced antitoxins antitoxic patches
* curing - null
* hypoxic tissue - flesh turns blue
* 1+dmg
* properties - occurs on all organs and bodyparts when blood oxygenation reaches dangerously low levels with buildup speed dependant on % of oxygenation bellow 50% all damage can rapidly heal once blood oxygenation recovers to stable values above 50%
* pain factor - 0.5
* upgrades to - null
* tending - oxygenation chemicals
* treating - advanced oxygenation chemicals
* curing - null
* hyperpoxic tissue - flesh bloated
* 1+dmg
* properties - occurs on all organs and bodyparts when blood oxygenation reaches dangerously high levels with buildup speed dependant on % of oxygenation above 120% all damage can rapidly heal once blood oxygenation recovers to stable values bellow 120%
* pain factor - 0.5
* upgrades to - null
* tending - oxygen depriving chemicals
* treating - null
* curing - null
* necrotic tissue - flesh colored black and green peeling off the bone
* 1+dmg
* properties - converts from some toxins and 4th degree burns. inflicts yellow poison damage to the entire body until treated very dangerous
* pain factor - 0
* upgrades to - null
* tending - null
* treating - tissue removal surgery (replace with open wound)
* curing - tissue replacment surgery
* surgical wound - precicion cut
* 15dmg
* properties - special wound made by opening surgical step allowing further surgical action to be preformed on the body. this wound is held wide open and does not heal. if the target is not laying they will bleed severely but it does not cause bloodloss on its own
* pain factor - 1
* upgrades to - null
* tending - bandage and bruise medicine (reduces bloodloss)
* treating - stitching (allows the wound to heal)
* curing - cauterization (replace by minor burn)
* tissue extraction wound - a hole left form extracted tissue
* 30dmg
* properties - large hole made by tissue extraction surgery. either for another patient or to remove nasty necrotic tissue. bleeds profusely and cannot heal on its own.
* pain factor - 1
* upgrades to - null
* tending - bandage
* treating - vein splicing to reduce bloodloss
* curing - tissue transplant
* cellular wound - discolored flaking tissue it looks dead all of it
* 1+dmg
* properties - wound does not heal on its own requires cryobath this wound does not accept damage from sources other than cell
* pain factor - 0.8
* upgrades to - null
* tending - null
* treating - cryo
* curing - null
* radiation toxic wound
* 1+dmg
* properties - aquired from getting iradiated painless but quite dangerous. has a chance to grow into a tumurous growth. this wound does not accept damage from sources other than radiation. radiation has a very high penetration factor. outside of wearing special anti radiation armor it will poison flesh and organs alike
* pain factor - 0
* upgrades to - tumorous growth at 1% chance per varying interval dependant on wound size intervals
* tending - red class toxin medication applied on wound or in bloodstream
* treating - advanced red class toxin medication
* curing - null
* radiation burn wound
* 1+dmg
* properties - aquired from getting high radiation in a short period of time dangerous. this wound does not accept damage from sources other than radiation. radiation has a very high penetration factor. outside of wearing special anti radiation armor it will burn flesh and organs alike. can upgrade to necrotic tissue if not treated. cannot get infected
* pain factor - 1
* upgrades to - necrotic tissue
* tending - burn medication medication applied on wound or in bloodstream
* treating - cryo
* curing - null
* tumurous growth
* 1+dmg
* properties - mutating flesh from a radiation wound. this wound grows very slowly on its own and has a small chance to make a new wound of itself on this or another bodypart including bone cancer on bones. or organs. cryo treatment speeds the growth of this wound. may have random properties such as (bleeding white,yellow poisoning,random chemical)
damage harms this wound instead of bolstering it and may be replaced by it (burn off cancer with a lasergun)
this wound has a chance to come back if removed within 10-20 minutes depending on its size at removal
* pain factor - 0
* upgrades to - null
* tending - poisons hurt this wound but they also hurt the rest of the body (chemoterapy)
* treating - ironically... radiation hurts this wound. (now to invent targeted radiation delivery for radiation terapy)
* curing - surgical removal. there's a random chance risk it comes back in 10-20 minutes
* flesh - organ - organs in chest layer have 80% to be hit if an attack reaches the organ layer... failure just bounces the damage to hit the flesh again. for head the chance is 15% the eyes 15% the ears 70% the brain
* all flesh damage that can be afflicted to skin can also be afflicted to organs. only diffrence is that treatments require open surgical access to the organ
* (bone reminder bone must take 5 damage. or have an exiting wound to take damage any damage on a unwounded bone less than 5 bounces back on the flesh layer)
* bone - blunt
* minor fracture - tiny crack in the bone
* 5+10dmg
* properties - null
* pain factor - 1
* upgrades to - moderate fracture 70% web fracture 30%
* tending - calcium intake
* treating - bone braceing surgery
* curing - bone gel injection
* moderate fracture - cracked bone
* 11+20dmg
* properties - reduces limb effitiency at 1.5 the damgage
* pain factor - 1
* upgrades to - severe fracture
* tending - splint application and alcium intake
* treating - bone gel injection, or bone braceing surgery
* curing - bone replacment surgery
* severe fracture t4 - bone cracked nearly to pieces
* 21+40dmg
* properties - reduces limb effitiency at 2 the damgage
* pain factor - 1
* upgrades to - null
* tending - splint application and calcium intake
* treating - bone gel surgery, or bone braceing surgery
* curing - bone replacment surgery
* web fracture t3 - a large web of cracks all over the bone
* 8+40
* properties - reduces limb effitiency at 1.5 the damgage
* pain factor - 1
* upgrades to - shattered bone
* tending - splint application and calcium intake
* treating - bone gel injection,
* curing - bone replacment surgery
* shattered bone t5 - a large web of cracks all over the bone
* 41+
* properties - reduces limb effitiency at 3 the damgage
* pain factor - 1.5
* upgrades to - null
* tending - splint application and calcium intake
* treating - bone gel surgery,
* curing - bone replacment surgery
* bone dislocation (limb only) - a large web of cracks all over the bone
* 10+dmg
* properties - limb is disabled. has a small chancve to occur when a limb bone layer is hit with more than 10 damage. due to the upper layers's protection this isnt as easy as it seems. unique only 1 bone dislocation may exist per limb
* pain factor - 1.5
* upgrades to - null
* tending - splint application
* treating - null
* curing - bone setting surgery, or bone setting manouver (risk of making it worse)
* bone - slash
* minor bone cut - a small cut on the side of the bone
* 5-10dmg
* properties - null
* pain factor - 0.6
* upgrades to - major bone cut
* tending - calcium intake
* treating - bone bracing surgery
* curing - bone gel injection
* major bone cut - a nasty cut on the side of the bone
* 10-20dmg
* properties - bone cleve
* pain factor - 0.8
* upgrades to - bone cleve
* tending - calcium intake
* treating - bone bracing surgery
* curing - bone gel injection
* bone cleve - a nasty cut on the side of the bone
* 21-40dmg
* properties - null
* pain factor - 1
* upgrades to - bone sever
* tending - calcium intake
* treating - bone bracing surgery
* curing - bone gel injection
* bone sever - the bone has been cut trough
* 40+dmg
* properties - will not accept additional damage
* pain factor - 1
* upgrades to - null
* tending - calcium intake,splint application
* treating - bone bracing surgery
* curing - bone gel injection
* bone - pierce - blocking. bone has 40% chance to intercept pierce attacks. if that happens they must either bypass by dealing 10 (or less if bone layer's max hp is less than 10) or will be blocked entirely
* deep bone cut - a hole dented in the bone
* 5-9dmg
* properties - does not accept aditional damage
* pain factor - 0.5
* upgrades to - null
* tending - calcium intake
* treating - null
* curing - bone gel injection
* bone borrow - a hole cut trough the bone
* 10dmg
* properties - does not accept aditional damage (if you got this... the pierce has passed to the organs)
* pain factor - 0.5
* upgrades to - null
* tending - calcium intake
* treating - bone bracing surgery
* curing - bone gel injection
* bone burn
* charred bone - slightly burnt bone
* 5-10dmg
* properties -
* pain factor - 1
* upgrades to - scorched bone
* tending - calcium intake
* treating - burn healing med on bonewound (would require surgical opening to reach) OR burnmedication in bloodstream
* curing - bone replacment surgery
* scorched bone - badly burnt bone
* 11-30dmg
* properties -
* pain factor - 1
* upgrades to - null
* tending - calcium intake
* treating - burn healing med on bonewound (would require surgical opening to reach) OR burnmedication in bloodstream
* curing - bone replacment surgery
* melted bone - badly burnt bone
* 31+dmg
* properties -
* pain factor - 1
* upgrades to - null
* tending - calcium intake
* treating - burn healing med on bonewound (would require surgical opening to reach) OR burnmedication in bloodstream
* curing - bone replacment surgery
* defiled bone - no description
* 1 - maxbonehp-1
* properties - caused by toxin wounds and rad wounds on bone. if the wound is maxed on a given bodypart it will not heal on its own
* pain factor - 0
* upgrades to - bone cancer at 1% chance per varying interval dependant on wound size intervals
* tending - null
* treating - null
* curing - bone replacment surgery (heals 20 dmg)
* bone cancer - no description
* max
* properties - same as cancer but in the bone. can create bone or tissue cancer wounds on other bodyparts at small chance as it slowly grows on its own (does not have custom properties). cryo does not affect it. damage harms this wound instead of bolstering it and may be replaced by it (burn off cancer with a lasergun)
* pain factor - 0
* upgrades to - null
* tending - chem terapy by harming with toxins
* treating - radiation terapy by using rads
* curing - bone replacment surgery (heals 20) even when removed has a small chance to return in 10-20 mins
## new bodypart types and changes
*additional fleshtypes exist here. they have diffrent wounds and meidcal types especially the IPC's and golems. but for my sanity and the nonbiblical sizes of this hackMD i'll not write them here*
other flesh and bone types also posses the properties of races
* exoskeletal flesh types - for the various insectoid races
* +stronger protection against slash wounds that are also less severe
* +immune to toxin,necrosis,pressure,hypo/hyperpoxia (can still harm organs)
* -can use bone stitching on flesh layer
* -moer severe blunt wounds
* -slower healing
* -by default races with this flesh type have no bone type
* golemic flesh types
* identical to exoskleletal but it does not heal naturally. heal by applying the material of that flesh variant
* has the properties of that golem type
* mechanical flesh type for prostetics and ipcs
**needs more extensive explanation.**
* IPC brain inputs "power output,bodyheat"|outputs concousness
* main capacitor inputs powerbank,bodyheat| outputs "power output"
* heatsink inputs oil volume,power output|output keeps bodytemp stable (as output drops bodytemp rises lowering effitiency of other systems. requiring external cooling)
* powerbank types inputs charge/fuel,bodyheat|outputs to capacitor
* generators - consume fuel of sort to generate poewr output. as fuel goes bellow 25% power output begins to steadily fade until 0
* battery - stores charge. if charge reaches <25% power output begins to bade till 0
* emp's burn ipc's "organs". and cause mechanical limbs to sieze for a short period of time (but does not stun other parts. so being emp'd with a prostetic will just disable your arm not knock you on the ground)
emp's basicalyl bypass the flesh layer ignoring it compleaetly... exept some special variants
* limb effitiency is determined by the "bone" layer not the "flesh" layer
* organs are located in the bone layer not under it effectively meaning attacks that penetrate the shell have a chance to hurt the motors or the machinery. this does mean ipc's are easier to kill than organics BUT they ARE immune to pain
* mechanical parts do not feel pain and do not heal
* mehanical parts are immune to radiation and toxin damage (ipc's will be affected by radiation in fear and service on a "psychological level")
* oil becomes a new reagent manifactured at robotics. for ipc's they can intake it by "drinking it" to refill lost oil. for prostetics oil containers can be hit against them to refill them.
* oil is a dual coolant and joint lubricant. as oil volumes lower. the heat sink effitiency will drop and all limbs will begin to loose effitiency
* mechanical motor skeleton for ipc's and prostetics
* operates bodypart effitiency
* oozing fleshtype - oozy pressurized
* +resilient to heat and high pressure
* toxinlover = true
* -weak to cold and low pressure
* +cannot catch fire
* -water inflicts slash wounds
* ethereal fleshtype - undefined properties
* glowy
* closed circulatory system - standard
* open curculatory system
* ++20% to blood pumping +40% safe blood pumping range
* +immune to internal bleeding
* -+100% extra bloodloss from open wounds
* oozeblood
* ~if flesh type is not oozing causes toxin wounds
* +coagulation curve is flatteened and boosted by 100% meaning wounds coagulate at a RAPID rate
* -coagulation consumes blood
* -ingesting water destroys blood
* +ingesting food and poison generates blood
* ethereal blood - undefined properties
* glowy electric
* digitigrade legs
* crawling is faster with those legs
* shoeless
mechanical group for IPC's and prosthetics - in general. mechanical wounds do not heal naturally but can be cured more reliably (not making full list for the sake of this hackmd not being feature lenght) - ipc wounds do not hurt
mechanical flesh serves mainly for armor. and does not bleed. "organs" are located in the "bone" layer. the "BONE" layer is the motors that move the machines. the bone layer bleeds. the limb effitiency is determined by the "bone" layer rather than the "flesh" layer
generic downsides like EMP suseptability are not mentioned
* standard shell - standard plated mechanical shell. used by IPC's and most basic prostetics
~resilient to slash but has more severe blunt wounds
+immune to pressure
+resilient to fire but not burn damage
* standard skeletal system - a central motor surounded by fragile electronics and mechanical components
~resilient to slash but has very severe blunt wounds that CAN BLEED OIL
* soft shell - a rubbery wolven external shell - alternative for prostetics and ipc's - more humanlikeĆsh
~has identical damage resistances to human tiessue. with simular wounds
+does not bleed
* high pressurized skeletal system - alternative for prostetics and ipc's. mix with pressure immune shell for spaceproof AI. for a cost
~resilient to slash but has very severe blunt wounds that CAN BLEED OIL
+immune to pressure danage
-(+150% bleedrate)
* heavy leaded shell - thick shell layered in lead - for hazardous enviroments. works as good aromor to but its exeptionaly heavy
~very resilient to slash, resilient to pierce slightly more suseptable to blunt, with standard mechanical wounds
~immune to fire and resilient to heat
+immune to pressure
+absorbs 50% EMP damage that would otherwise hit the mechanical organs
+provides immunity to radiation (fear and service tie in - in fear and service radiation has strong negative effects on IPC "psychology")
+bodyparts have +30% flesh hp
-causes a **SEVERE** speed penaulty if on chest layer
-(-20% limb effitiency)
* advanced shell - for advanced prostetics. superior to standard shell
+resilient to slash and pierce
+immune to pressure
* advanced skeletal system - for advanced prostetics
+resilient to slash and pierce
* minimalist shell - barely existant - for makeshift prostetics and ipc choice. due to its questionable coverage its lightweight
~resilient to slash but has very severe blunt wounds
+privdes a speed boost on chest layer
+(+15% limb effitiency)
~ALL "organs" are avilable to surgery without the need of opeing the external plating
-there is a 40% chance this layer to be compleatly bypassed when damage is dealt
-bodyparts have -50% flesh hp
* makeshift skeletal system - for makeshift prostetics only. very dodgy and unreliable
~resilient to slash but has very severe blunt wounds
-bodypart bone layer has -30% hp
-limbs have -20% effitiency
* military grade shell - aquired via a syndicate IPC only uplink . comes with an auto installer. heavy duty plasteel armor plating
(sold seperately from the military skeletal system moderately powerfull)
+good protection against pierce,slash damage
+moderate protection against fire damage, slight protection against burn damage
+immune to pressure
+blocks 40% EMP damage
+bodyparts have +20% flesh health
* terminator grade skeletal system - tuned for strenght motor systems with hardened components. the item that installs it installs the skeleton for ipc's but installs both the skeleton and the armor for **1** prostetic limb. avilable to IPC's and carbons with the prostetic trait
(sold seperately from the military shell EXEPTIONALLY powerfull)
+resilient to slash and pierce
+immune to pressure
+bodyparts have +10% bone health
+all limb effitiency +25%
+all arm grabs are agrograbs
+all arm attacks deal+15dmg
+arms can force doors open
-IPC consumes more power
mechanical organs - IPC gaming variety
* integrated battery bank - a heavy duty battery deployed on IPC's that live on developed sites where power is aviable for them to pull from
~provides the greatest storage capacity at the cost of being quite a load to the powergrid. you are entirely reliant on the station's power and local APC's
* cell array - a open arrayset of cells. cells can be slotted in and out
~you get a special inventory with 2 cell slots. the charge is determined by the total charge of all 2 cells (did i mention ipc's consume quite a lot of power now)
* combustion generator - a generator usefull for IPC's living in underdeveloped regions *futurama refrence*
~the IPC gains the ability to consume liquids. wielding fuel and alcohol are burnt up to build up charge although the upper capacity is limited requiring semi regular consumption. alchol charge level is determined via the alcohol strenght.
## race reintrpritation and changes
some races will require reinterpirtation due to the fact they lack... organs... and... hearts
* race reinterpretations
* plasmamen - plasmamen's blood "puming" comes from their bones instead of lungs. funky due to having the plasma boneset. same as normal boneset exept that pumping property. they are also skinless maing their bone layer is stronger at the cost of less organ protection
* unatural skeletons (aka pirates) have the living bones bonelayer making them have have their concousness in their bones. brain is vestigial. this does make it possible to finally revive them with bone surgery and nothing else
* ipc's have the mechanical skin and boneset. witch for the sake of brevity *have a smaller set of mechanical and uses tools and components to repair and fix themselves over medicine* the sets are more resilient to slashing but weaker to pierce and blunt
* golems have a varied set of skinlayers and have no bone layer (exoskeletal) the skinlayers all have the same wounds but change properties depending on the golem type. most are metalic and protect very well. outside of all sensory organs and tounge in the head the golem's brain is a core in their chest. they are also unaffected by toxins. they heal by replacing the material they are made of on their wounds
* ethereals are up to debate what the hell they are made of and if they have bones
* all insectoids have a shell skin that has more slash resistance but worse blunt wounds and have no bone. so stronger exoskeleton layer
they also have open circulatory system
* oozelings are boneless having more flesh health than other races but they can eat organ damage like no other
## additional changes
* stasis beds do not pause life - they greatly reduce bloodloss and slow down the draining of life property. post mortem it greatly slows decay
* cryo does not work on nonorganic layers, necrotic wounds. has inverse effect on tumors as it speeds their growth
* revert's ruko's medical patch nerf pr as fleshmend does what it intended to do... and having both would grind medical healing to a crawl
* basic nanites trauma healing would provide a small boost of wound healing. while the more powerfull rapid healing would do the same at the cost of causing stress damage (a slower healing stamdmg) potentialyl damgerous if healing organs
* simple mobs now heal slowly at rates simular to carbons with medicines only speeding up this rate(simular to carbons.) no instant curing however but at least they dont have wounds to reagrovate.
* EMP's now lower the effitiency of mechanical parts depending on strenght. down to 0%. emp'd parts do not cause pain. it has absolute 100% penetration against organic layers. but is somewhat blocked by mechanical layers 80%. nonaugmented
* humans wont care as there's nothing to EMP but cyborgs must beware. cybernetic **organs** have a small protection against EMP's (20%).
* ipc's most vital components are slightly shielded by their shell... if its not to damaged but their sensors and limbs are at the EMP's powerlevel mercy
* at very high EMP strenght mechanical organs and the mobility granting layer of limbs(motor/"bone") will take some burn damage
## tie ins to the rest of the projects of team scizo:tm:
* material science (a project designed around adding qualities to items) - organ qualities provide a minor boost or detrement to bodily functions. alongside minor boost or detrement to safe ranges of said properties
* fear and service (a mood and service update)
* pain causes stress, having surgery when awake without at least painkillers causes a lot of pain and a lot of stress
* ipc's radiation interaction is not physical in wounds but psychological in system degredation in their "mood" system integrity
* Ipc's EMP interaction will now also cause system integrity damage
* flesh combat - uses several functions from fleshmed mainly limb effitiency and stagger damage