Jensan’s comments got me thinking about “Infected Wounds” for Simple 2d6 and made me realise that, as it stands, infected wounds are an inconvenience: they prevent the character healing for a few days. It’s true that this means the character will still have the wound penalties, since they haven’t healed, and be at –n until healed. Other than, though, infection is not a danger. To address this I put an optional rule together on the effects of infection.
Optional: Effects of Infection
Each day that natural healing is prevented from taking place is a chance for infection to set in. Make a test versus infection, with TN the same as the TN was for cleaning the wound, each day. Should the wounded fail the test then infection has set in. Infected wounds do not heal and get worse each day they are not treated. Subsequent days require resistance against poisoning from gangrene with the TN base the same as the original TN for cleaning the wound. This TN increases by one point, cumulative, each day without the wound being correctly cleaned and treated.
Example: Zed had a nasty wound to his leg. The original TN to clean it was 9. Infection set in on the second day. On the third day Zed makes a resistance against TN 10 (9 + 1 first day). On the second day of infection Zed must make a resistance against TN 12 (9 + 1 first day + 2 second day).
As the infection increases the skill check required to cleanse and treat the wound matches the resistance TN. Any wound that has had a resistance test against poisoning from gangrene should have some permanent effects should the patient survive. This is dependent on the extent of infection. Something that was only infected for one day would have a nasty scar. Two days a minor lack of mobility, such as a limp, or stiff joint. Three days would see a permanent loss of some Agility or Strength.
I’m beginning to think that another appendix with fully fleshed out optional rules, or even an additional document, might be a good idea.