Autosanguine and critical damage

By Jackal_Strain, in Deathwatch Rules Questions

One of my players want to buy the autosanguine talent for his apothecary, but I've told him to wait until I've found out how exactly it works. The description of the talent states that the character allways counts as lightly wounded in relation to first aid, but I'm reluctant to allow him to count as lightly wounded if he receives critical damage.

The rules don't say anything about this as far as I can tell, but what do you guys think about this?

Also, what are your views on using First-Aid on yourself? This is another issue that's not adressed in the rules, but it feels wrong to allow someone to apply first aid to oneself as easily as to others. I've just allowed him to use it normally on himself until now, but I'm thinking of at least giving him some extra penalties.

Jackal_Strain said:

One of my players want to buy the autosanguine talent for his apothecary, but I've told him to wait until I've found out how exactly it works. The description of the talent states that the character allways counts as lightly wounded in relation to first aid, but I'm reluctant to allow him to count as lightly wounded if he receives critical damage.

The rules don't say anything about this as far as I can tell, but what do you guys think about this?

Also, what are your views on using First-Aid on yourself? This is another issue that's not adressed in the rules, but it feels wrong to allow someone to apply first aid to oneself as easily as to others. I've just allowed him to use it normally on himself until now, but I'm thinking of at least giving him some extra penalties.

I don't have DW handy, but IIRC you would still count as lightly wounded, even in critically damaged state, with autosanguine. Meaning that when being healed, you don't just heal a single point of damage, you heal the full potential. It is supposedly representing little implants through your body that fix you up when you get shot, right?

As for doing first aid on yourself, I'd rule it on the fly and base it on the injury types (disregarding autosanguine for that purpose)- for basic first aid at light wounds I'd probably impose something like a -10. If it were heavy injury, I'd be harsher and look at -20 or -30. For critical damage, it would all depend on what the critical injury was.

That would be where I'd balance survivability with simulation- I haven't had much of ap roblem injuring the crap out of my players, so allowing them a little bit of benefit on the healing front doesn't bother me too much. Though I'd not shed too many tears if someone had a quote that proved my interpretation of autosanguine wrong.

Well really to give a difficulty number to every specific possibility would be hard to do, which is why they have the degree of difficulty table for GMs. Someone applying first aid to them self -10, to them self and under fire -20, to themself with only 1 arm/hand -60(Hellish Task).