First Aid (Equipment)

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Low-Tech

The most basic medical techniques don't require specialized training – anyone can attempt them with a default First Aid roll (IQ-4). Some methods are available at any TL, but advancing technology makes superior treatments possible. While TL0 societies have little specialized equipment, they can adapt both general tools and materials from the natural environment to the task.

Torniquets

Optional Rule: Tight Tourniquets

The GM may opt to use this rule alongside Bandaging and Bleeding. Save it for emergencies – it's too risky for minor bleeding! It works with standard tourniquets, but not with improvised ones.

A tourniquet can be tied exceptionally tightly, severely restricting blood flow. This gives from +1 to +5 to the First Aid roll to stop bleeding; the caregiver picks the bonus he wants. Even if the First Aid roll fails, leaving the tourniquet in place means its bonus cancels out penalties for wound severity when making HT rolls for bleeding to stop naturally, although this can never give a net bonus.

The risk of this technique is harm to blood-starved tissues. After the wound stops bleeding and the tourniquet is removed, the subject must make a HT roll at a penalty equal in size to the bonus claimed above. If the First Aid roll failed, this roll is at a further -1 per extra minute the tourniquet was left in place. Success indicates no ill effects. Failure means HT rolls for natural recovery, and medical skill rolls for faster healing, are at -1, plus another -1 per 2 points of failure. On a critical failure, the limb has suffered major tissue death; it's permanently crippled, and the patient must roll to avoid infection at -3 to the usual HT+3 roll (that is, roll vs. unmodified HT).

A cutting, impaling, or piercing wound causes bleeding. Whether or not the GM chooses to apply the optional rules for ongoing HP loss (see Bleeding), part of first aid is stopping the bleeding. If the wound is on a limb, then a tourniquet is one way to accomplish this. If no tourniquet is available, see Blood Vessel Pressure.

Tourniquet (TL0)

A length of cord long enough to tie tightly around a wounded limb, restricting blood flow to allow the surface of the wound to clot. This is effectively a garrote. See Rope, String, and Thread and Camping, Expedition, and Survival Gear for suitable cord. In societies that haven't developed rope, a leather thong will do. $2, neg.

Improvised Tourniquets: In the wilderness, a length of vine can serve as a makeshift tourniquet. This gives -2 to First Aid skill. There's no cost, but finding a suitable plant requires 5 minutes and a Naturalist roll. The GM may apply modifiers based on how likely the surroundings are to contain vines, from +5 for jungle to -5 for desert. He may rule that no attempt is possible in some environments – notably, arctic ones!

Bandages

Bandages are used to treat burning, cutting, impaling, and piercing injuries, and the split skin, small cuts, and abrasions included in crushing damage. They enter systematic use at TL1, with ancient Egyptian linen cloth; other fabrics, such as cotton and silk, are also suitable. Various substitutes exist at TL0.

Cobwebs (TL0)

Applying cobwebs to a wound is an old home remedy for bleeding. Treat cobwebs as improvised equipment for First Aid, giving -5 to skill. A successful roll stops bleeding and restores 1 HP – as for Bandaging – but provides none of First Aid's other benefits. The web is too flimsy to provide lasting protection or keep out dirt. In fact, cobwebs are seldom sterile; the patient must roll for infection, treating a fresh web as ordinary "clean" dirt (+0) and an older one as moderately unclean (-1).

Cobwebs are free. Finding one requires a minute and a Housekeeping or Naturalist roll in a suitable environment. Success locates a fresh web; failure by 1 locates an old, moderately unclean one. Webs are too fragile to store for later use.

Bandages (TL1)

These are cloth wrappings for wounds. Benefits are discussed at Recovery; in addition, bandages can keep dirt out of a wound and prevent infection. A tight bandage can substitute for a tourniquet for basic First Aid rolls. A basket of precut clean cloth (typically cotton, linen, or silk) sufficient to dress half a dozen wounds, and which counts as basic equipment for First Aid, is $10, 2 lbs.

Improvised Bandages: At TL0, bandages can be made from the cloth manufactured by some Neolithic societies, or from barkcloth (see Paper and Its Cousins). Broad, flat leaves are another option, where available; roll against Naturalist as described for finding vines under Tourniquet, and note that some leaves have medicinal effects (see Drugs). At TL1-4, bandages can be cut from garments, bedding, etc. Primitive cloth bandages are half-price ($5); leaves and scraps are free. All give -2 to skill and are rarely sterile – roll for infection, assuming ordinary "clean" dirt.

First Aid Kit (TL1)

In addition to bandages, this kit contains medicinal substances (see Drugs) – raw materials for poultices, and infusions or decoctions suitable for making compresses. At TL2+, add ointments, and possibly soap (see Grooming) for cleaning. Such gear gives +1 to First Aid rolls. $50, 2 lbs.

Splints and Casts

For broken bones to mend, the rejoined ends must be held together while they heal. Setting the bone requires the Surgery skill (see Surgical Techniques, and GURPS Low-Tech Companion 1 for bonesetting rules), but anyone can use First Aid to create a rigid framework for an arm or a leg. A crippling injury won't recover without at least this much treatment.

Splints (TL0)

Flat strips of wood, thick enough for rigidity, placed against a broken limb and tied or strapped in place. Arm splints: $25, 1 lb. Leg splints: $50, 2 lbs.

Cast (TL1)

A cast is made by wrapping a broken limb tightly with bandages and then plastering over it to provide support. Arm cast: $50, 5 lbs. Leg cast: $100, 10 lbs.

Transporting the Injured

More effective treatment of injuries may be available at a long-term campsite, home, or military base. The challenge is getting the patient there without worsening his condition, and preferably without causing much added pain. Purpose-built transportation for the wounded is preferable; see the litter and horse litter under Litters. Almost any vehicle could work, though – particularly a boat, cart, sled, or travois.

High-Tech

TODO

Bio-Tech

TODO

Ultra-Tech

First Aid Kits (TL9)

These kits contain basic medical instruments appropriate to the TL.

First Aid Kit (TL9): Contains a bandage spray can, ointments, etc. It gives a +1 (quality) bonus to First Aid skill, or +2 when using the bandage spray to treat bleeding. $50, 2 lbs. LC4.
Crash Kit (TL9): Contains a defibrillator, an oxygen mask, sutures, a bandage spray can, and no-shock drugs. It provides a +2 (quality) bonus to First Aid skill and counts as improvised equipment (-5) for Surgery skill. $200, 10 lbs. LC4.