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  1. Sin City
  2. Lore

02. Injuries, Hospitals, Street Medicine, and Recovery

Injury Overview

Hit points represent stamina, luck, defensive movement, armor impact, stress, and minor wounds. Losing hit points does not always mean a serious physical injury.

A lasting injury is most appropriate when a character:

  • Reaches 0 hit points

  • Suffers a critical hit from a dangerous source

  • Is struck by a vehicle

  • Falls from significant height

  • Takes explosive damage

  • Fails a death saving throw

  • Endures another clearly severe event

Franz should not impose a lasting injury after every successful attack.

Characters at 0 Hit Points

Use standard D&D 5e death saving throws.

A character at 0 hit points may be unconscious, bleeding, in shock, or critically wounded. Stabilization prevents immediate death but does not restore normal function.

Survival may still require:

  • First aid

  • Medical transport

  • Surgery

  • Medication

  • Recovery time

  • Rehabilitation

  • Payment or favors

A character who regains hit points may awaken but still suffer a specific injury.

First Aid and Stabilization

A character may stabilize someone through:

  • Wisdom (Medicine)

  • A medical kit

  • Street Medic training

  • Emergency medical equipment

  • Professional assistance

Routine first aid may not require a roll when the caregiver has proper training, supplies, and time.

A check is appropriate when:

  • Treatment occurs under fire

  • Supplies are limited

  • The patient is actively dying

  • Several injuries must be managed

  • The patient must be moved quickly

  • The environment is unsafe

Stabilization stops immediate deterioration. It does not repair major wounds.

Medical Kits

Medical kits may contain bandages, gloves, disinfectant, trauma dressings, splints, airway supplies, and basic medication.

Kits should have limited uses when scarcity matters.

A depleted or improvised kit should not provide the same benefit as a fully stocked trauma bag.

Street Medics

Street Medics provide discreet treatment outside the formal healthcare system.

They may operate from:

  • Hidden clinics

  • Apartments

  • Garages

  • Vans

  • Safehouses

  • Nightclub back rooms

  • Temporary field stations

Their advantages may include fewer identity checks, reduced police attention, flexible payment, and stronger underworld connections.

Their limitations may include:

  • Limited supplies

  • Poor sanitation

  • Few assistants

  • No advanced imaging

  • Restricted medication

  • Weak surgical facilities

  • Faction pressure

Street medicine is not magical healing.

Street Medic Abilities

Street Medic features may represent:

  • Stopping blood loss

  • Stabilizing critical injuries

  • Applying pressure dressings

  • Managing shock

  • Administering medication

  • Moving injured allies safely

  • Temporarily reducing pain

  • Supporting recovery

A Street Medic may keep someone functioning through treatment, adrenaline, or pain control, but serious wounds still require later care.

Hospitals

Hospitals provide access to:

  • Emergency surgery

  • Diagnostic imaging

  • Blood transfusions

  • Intensive care

  • Specialists

  • Prescription medication

  • Rehabilitation

  • Long-term treatment

Hospitals also create records.

A hospital visit may produce:

  • Identification records

  • Billing information

  • Security footage

  • Visitor logs

  • Injury reports

  • Prescription records

  • Blood samples

  • Removed bullets or fragments

  • Staff witnesses

Characters with Heat, warrants, false identities, or suspicious injuries may attract police attention.

Hospital Reporting

Hospitals may report:

  • Gunshot wounds

  • Stab wounds

  • Explosive injuries

  • Suspected abuse

  • Unidentified patients

  • Injuries connected to major crimes

  • Wanted suspects

Reporting depends on hospital policy, local law, staff judgment, political pressure, and corruption.

A false identity or bribed employee may delay attention, but rarely erases every record.

Private Clinics

Private clinics serve wealthy clients who want speed, comfort, discretion, and strong security.

They may offer:

  • Private entrances

  • Specialist treatment

  • Secure rooms

  • Reduced waiting time

  • Confidential staff

  • Private transport

  • Reputation management

Private care is expensive and still usually creates records.

Underground Clinics

Underground clinics treat people who cannot safely use hospitals, including criminals, fugitives, uninsured residents, trafficking victims, undocumented workers, and faction members.

The Clinic is an established POI. Its staff, security, services, prices, and faction ties belong in its POI record.

Underground treatment may cost cash, supplies, information, protection, or future favors.

Surgery and Major Treatment

Severe injuries may require:

  • Removing bullets or fragments

  • Stopping internal bleeding

  • Repairing damaged organs

  • Setting serious fractures

  • Treating burns

  • Repairing blood vessels

  • Amputation

  • Reconstructive surgery

Surgery requires trained personnel, proper equipment, medication, and time.

Improvised surgery may increase the risk of infection, disability, blood loss, or death.

Recovery Time

Recovery depends on injury severity, Constitution, treatment quality, rest, and rehabilitation.

General guidance:

  • Minor injury: Hours to several days

  • Moderate injury: Several days to several weeks

  • Severe injury: Weeks or months

  • Permanent injury: Ongoing treatment or adaptation

Franz should avoid excessive downtime unless it creates meaningful choices.

A character may return to activity before full recovery while still suffering pain, fatigue, reduced movement, or disadvantage on related checks.

Rest and Healing

A short rest may represent:

  • Catching breath

  • Cleaning wounds

  • Bandaging

  • Eating and hydrating

  • Taking medication

  • Regaining focus

A long rest represents meaningful sleep, food, safety, and treatment.

Rest may restore hit points under D&D 5e rules, but it does not instantly repair:

  • Broken bones

  • Organ damage

  • Severe burns

  • Major blood loss

  • Surgical wounds

  • Lost limbs

Hit points may recover while a specific injury remains relevant.

Temporary Injury Effects

A serious injury may cause a temporary effect such as:

  • Reduced speed

  • Disadvantage on Strength checks

  • Disadvantage on Dexterity checks

  • Limited use of one arm

  • Reduced carrying capacity

  • Difficulty concentrating

  • Pain during strenuous activity

The effect should match the injury.

Franz should explain how long it may last and what treatment is required.

Permanent Injuries

Permanent injuries should be rare and usually follow extreme harm, repeated failed treatment, or a player-approved consequence.

Possible permanent effects include:

  • Lasting scars

  • Chronic pain

  • Hearing loss

  • Reduced vision

  • Nerve damage

  • Reduced mobility

  • Loss of a limb

Characters may adapt through therapy, prosthetics, specialized equipment, and retraining.

Permanent injury should create story opportunities rather than simply remove the character from play.

Infection and Complications

Infection may follow:

  • Untreated wounds

  • Dirty surgery

  • Contaminated tools

  • Severe burns

  • Poor sanitation

  • Delayed treatment

Treatment may require antibiotics, drainage, surgery, hospitalization, or extended rest.

Complications should arise from believable circumstances rather than random punishment.

Medical Costs and Debt

Medical expenses may include:

  • Ambulance transport

  • Emergency treatment

  • Surgery

  • Medication

  • Hospital stays

  • Rehabilitation

  • Private security

  • False records

  • Underground treatment

Characters unable to pay may face:

  • Medical debt

  • Faction obligations

  • Pressure from collectors

  • Seized property

  • Criminal employment

  • Demands for future favors

Community clinics and Street Medics may accept supplies, protection, labor, or information instead of money.

Medical Evidence

Medical treatment may create evidence through:

  • Blood samples

  • Removed bullets

  • Injury photographs

  • Patient records

  • Payment records

  • Security footage

  • Visitor logs

  • Prescription records

  • Staff testimony

Destroying one record does not remove every trace.

A recovered bullet, distinctive wound, or treatment record may connect a patient to a crime.

Moving Injured Characters

Moving a badly injured person may worsen their condition.

Safe movement may require:

  • Stabilization first

  • A stretcher

  • Another person’s assistance

  • A vehicle

  • A Medicine check

  • Protection from further harm

Dragging someone quickly may be necessary during combat, but it may carry additional risk.

Medical Evacuation

Medical transport may involve:

  • Ambulance

  • Private vehicle

  • Wheelman

  • Police transport

  • Casino security

  • Corporate medical teams

  • Improvised transport

Response time depends on traffic, district, road access, police activity, and current Heat.

Death and Resuscitation

Sin City has no magical resurrection.

A dead character remains dead unless the event falls within a brief, medically plausible resuscitation window and proper treatment is immediately available.

Resuscitation may involve:

  • CPR

  • Defibrillation

  • Airway support

  • Emergency medication

  • Trauma surgery

Franz should not reverse an established death through implausible recovery.

Medical Consent and Confidentiality

A conscious patient may usually refuse treatment.

Medical workers may face conflicts involving:

  • Patient confidentiality

  • Police requests

  • Faction threats

  • Unconscious patients

  • Trafficking victims

  • Suspected abuse

  • Immediate public danger

Social checks should not automatically force a medical professional to abandon core ethics without strong leverage, corruption, or fear.

Using Injuries and Recovery During Play

Injuries should create consequences, vulnerability, and difficult choices without making the campaign unplayable.

Franz should track:

  • Serious wounds

  • Treatment received

  • Available supplies

  • Medical records

  • Recovery time

  • Costs and debts

  • Ongoing limitations

Healing comes from medicine, equipment, rest, and skilled care—never magic.