Stopping Bleeding Out

By Jamwes, in Star Wars: Edge of the Empire RPG

Last night my character was hit with the Bleeding Out crit after taking a vibro axe to the chest. (That’s what my sniper gets for trying to be stealthy inside of a building close to the bad guys.) It’s a daunting roll to remove the crit and our medic biffed the roll of YYY GG BB PPPP . At that point, we weren’t sure what could be done. We felt that there should’ve been a way to stop the bleeding but not remove the crit. The way we played it, since our Medic was able to provide immediate care and we were able to get immediate transportation to a medical facility, we were able to stop the bleeding but left the crit on the character.

My question is, how would you guys have handled that situation? Just let the character bleed out and die since there is no way to stop the bleeding in the rules? Have the bleeding automatically end at the end of the encounter? Have a medicine check to stop the bleeding but leave the crit? If so, how hard?

Technically it won't kill you RAW but when you keep bleeding and keep adding those additional criticals per 5 wounds one of them might kill you. If those additional criticals don't kill you, then they just pile up and you stop tracking wounds twice past your threshold. Then it would be off to some form of long term care until all those criticals are healed. That could take awhile if you suffered a few. I use the one description in the book about 1 critical healed per week. The only criticals that spell out death are the top two in the chart.

Hah... never come up in my game, but all things considered, how this game works, to keep it simple I'd say roll to heal the crit, this stops the bleeding and removes the injury. Of course that might no feel realistic and not punishing enough, but all things considered I think it's fair.

On the other hand you could base it upon how many wounds he's taken as per table 6-11 on page 220. This would stop the bleeding, perhaps heal some of the wounds he's taken (if you feel generous) and let it be with that, requiring another check for the critical injury (unless you produce a triumph or two for the initial check as per normal).

A related issue is the Blinded critical result; should this be permanent, both eyes, one eye, how would you deal with that?

Since Blinded still allows for checks with the difficulty upgrades I think of it more as severe eye injury, one or two eyes isn't so much the issue as the player and GM agreeing whether it will require a prosthesis or just some time in long term care to correct.

As an additional I think you would be allowed to perform a Wounds heal check along with the Critical check, so it seems to me if you heal some Wounds, that stops the bleeding, or use a Stimpack. You're just stuck with the uber crit, and any additional ones you accumulated bleeding.

There definitely should have been a way to mitigate the bleeding. With Advantage, I probably would have said you were able to close off the wound, but that neither eliminates the crit nor recovers any wounds. Also, using a Stimpack would have been acceptable to curtail the bleeding, but wouldn't necessarily stop it; just mitigate the factors.

Once the encounter was over, however, I'd have switched the bleeding to "narrative time," which would vastly increase the amount of time the other players' had to do something about it.

Yet people in real life bleed out. Some wounds are grevious, and need medical attention. The character would likely need to be rushed to a bacta chamber if someone could not heal the crit right away.

I think there is an item in Dangerous Covenants that puts you in stasis till you can be healed properly.

The moral here: if you go into a fight, you should be prepared not to come out.

Haven't people been looking for a mechanical use for synthskin?