@@ -124,10 +124,20 @@ ALT_ADVANCED_MEDICAL.definition=In 2009 Advanced Medical was introduced to add e
124124 roll is made. If this final roll is also a 6, then the injury is as severe as possible: if the primary location is a\
125125 \ limb, the limb is completely severed (fatal, if the 'limb' was the head). Otherwise, recovery time is increased \
126126 further (to the maximum of +300%).</p>\
127+ <h2>Hits</h2>In the original Advanced Medical an injury was worth a number of Hits (TW-scale damage) equal to its \
128+ severity (a semi-random value). This made it difficult to know how badly injured your character was. In AAM all \
129+ injuries are worth one Hit each.\
130+ <p>Prosthetics and implants apply an 'injury' to the character. These are not true injuries and are included only \
131+ as a record (and a way for us to apply the modifiers from those surgeries). These injuries are not factored into \
132+ the character's Hits (or injury penalty, see below).\
133+ <p>Similarly, the various injuries added by Flaws (such as addictions) are not factored into the character's Hits. \
134+ This is to prevent characters from being killed by crippling flashbacks.</p>\
127135 <h2>Injury Penalty</h2>\
128136 All healing attempts suffer a penalty equal to the number of non-prosthetic injuries the patient currently has. \
129137 For example, a character with a prosthetic leg, a fractured skull, and heart trauma would apply a -2 penalty to all \
130138 healing checks made to tend to any of their injuries.\
139+ <p>A character's injury penalty is reduced by their Toughness score (if any). A character with negative Toughness \
140+ will increase the injury penalty, so beware!</p>\
131141 <h2>Prosthetic Penalty</h2>\
132142 Interstellar Operations, page 70, states that a -4 penalty is applied to any attempt made to heal a character with \
133143 cybernetics or prosthetics. While this penalty does exist in AAM, it only applies to injuries (technically damage) \
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