Can your character survive... broken bones
Broken bones: truly, the simplest injury to give your character. You don't need a medical license to understand what the problem is and it doesn't sound too serious.
In the backcountry, though, everything has potential to become serious. Let's say your character is in a desert waste, or a snowy tundra, or the middle of the ocean on a boat. How much should your character worry about a particular broken bone?
Not Super Concerning (we're in the wilderness, so we should be worred, but not excessively)
This injury needs to 1) not be life threatening in and of itself and 2) not prevent them from doing any life-sustaining activities. A broken ankle to a character whose only mode of transportation is a kayak is not particularly serious. (ModN, professional-kayaker, here to comment: definitely not true.) If your chatacter breaks that same ankle halfway up K2, now we're a bit more worried.
So, what can you break that's probably not a huge deal?
Fingers, assuming the character can still use most parts of their hands.
A rib (but not more than one), assuming no lungs are punctured.
A metacarpal (the finger bone that is in your hand) or a wrist bone, again, assuming this isn't preventing the character from foraging for food or something.
Nose. Eh. It's probably fine. As long as you don't inhale blood; that is inadvisable.
Toe—having broken many a toe, you can pretty much still walk, it just sucks.
Ankle or metatarsal, assuming the character doesn't need to walk, or can splint it well enough to walk on it.
Now your character is probably going to need a little help, have nerves of steel, or have some medical knowledge to get through this (again, assuming we're in the wilderness). We're talking broken arms, broken lower legs, multiple broken ribs, maybe a collar bone or shoulder or kneecap.
And we're specifically talking stable fractures.
Stable fractures are, essentially, fractures that are Not As Bad As They Could Have Been. A character with a stable ankle fracture might notice:
"Hey, I can still mostly walk on this" and "this joint is still basically the shape that I would expect such a joint to be" and "this fracture feels stable." With a little medical training, they might also notice: "I still have a pulse downstream from this fracture" (in this case, in the foot) and "I'm not experiencing (much) numbness and tingling."
We can treat stable fractures with RICE: Rest, Ice, Compression, and Elevation (ModN: less so now – this is falling out of favor with the medical establishment). Your character would probably benefit from a splint or brace, especially if they need to remain mobile and a below-the-pelvis bone is broken. So long as the break still feels relatively stable, they can continue most activities (like, don't kick things with the broken foot, but if you can walk okay, that's fine).
These are fractures that pretty much require help or your character isn't going to make it. They can be life threatening in and of themselves or so debilitating that a character will starve to death or succumb to exposure before they can heal.
Let's sort them into three categories: unstable fractures, fractured Important Bones, and compound fractures.
An unstable fracture is a worse fracture, as far as these things go. A character with an unstable fracture might notice the following: "I can't put weight on this fracture or operate the limb anymore," "I've lost feeling or a pulse below the fracture," "This limb/joint isn't the right shape anymore," "This feels unstable," or "ow ow ow ow ow ow ow ow ow."
Let's talk a bit more about that pulse. In the WFR business, we talk about CSMs (PMS if you're an EMT because... they wanted a really bad acronym, I guess [ModN: can attest]). That stands for circulation (pulse), sensation, and motion/movement. These three tend to be connected because blood vessels, and nerves travel side by side in neurovascular bundles. If an injury cuts one off, the others are probably going to suffer soon.
A patient with all three CSMs is in better shape than one without. Why? Because limbs need blood to get oxygen (oxygenation and perfusion anyone?). They also need nerves to feel things. And it's nice when they are able to move intentionally. If an injury cuts off any CSM for too long, you risk losing the limb, or damaging it permanantly.
Another problem with missing C in particular is that is could indicate internal bleeding, which is in itself a life threat.
Could lead to volume shock (bleeding out internally or externally)
Prevent your character from doing life-sustaining activities
Treating Unstable Fractures
First, we TIP (traction in place). Essentially, your character's friend (who I'm assuming they have with them, since we want them to survive) is going to gently pull that limb back into place. If you don't know what "back into place" means, just think: "what is this limb supposed to look like?" That the proper place. You can google some pictures of unstable fractures if you need more assistance in that area. You should do this using traction – don't shove the false joint back into place. Instead, gently tug on the end of the affected limb to allow things to realign themselves.
You should TIP slowly and carefully. If CSMs become worse with movement, stop. If your patients yells "ow ow ow stop stop stop," stop (this is also just a good tip for life in general). Also, don't traction a spine unless you really know what you're doing.
If TIP works, the limb should now look more like a regular limb. Even if it didn't, the next step is still a splint. A splint for an unstable fracture just needs to keep the limb in place and ideally prevent further injury during evacuation. There are so many ways to DIY a splint, we're probably going to do a post on it eventually (and then I'll forget to link it here, so that's not super helpful for you to know but I thought I'd mention it).
To be clear, a TIPed and splinted unstable fracture is still bad. It's life threatening. It requires more care. But maybe it is not in the way as much anymore, which is good.
Not all bones are made equal. There are four bones you should not break, not in the frontcountry and certainly not in the wilderness, and they are: the femur (big thigh bone), the pelvis (hip), the spine (ModN points out this is more than one bone. ModN is no fun), and the skull.
The femur and pelvis are bad to break for two reasons. First, you can't walk if they're broken. (Wanda Rutkiewicz, who attempted to climb K2 with a broken femur, is an outlier and should not be counted—she also is the first woman to summit K2, so I guess it paid off in her case). Second, these bones are close to a lot of big and important arteries. Broken bones generally have sharp bits, which can be like knives inside the body (or outside the body, if they are compound fractures). Knives + artery = :(.
The spine is bad to break because the spinal cord carries messages from brain to body, including the message to, you know, keep breathing. A broken neck with severed spinal cord can just kill you by asphyxiation. Even if the break is lower down, not being able to walk in the backcountry is bad (except for our brave character whose only mode of transportation is a kayak—they're doing great [ModN: ummmmmmmmmmm]). Also, spine breaks can have a heavy psychological toll. A halfway decent way to assess if someone's spine is broken is if they tell you, "Something is really wrong with my spine. It feels really bad and I am panicking about." People who break their spine often report that they could just tell something was really wrong. Panic isn't that bad when compared to bleeding out and dying, but it doesn't exactly make things easier, does it?
Breaking a skull is bad because the brain lives in there. Remember, there are three important organs: lungs, heart, brain (and definitely not the spleen). But really, there's only one important organ: brain. If things can access the brain from the outside, this is bad. It's also bad if bits of skull stab the brain.
Treating Fractured Important Bones
Urgent evacuation. Barring that...
You can splint the femur or pelvis. The goal of a femur splint is to make the femur not move. That means we're probably going to use a buddy splint. Anything that can tie the broken leg to the good leg without causing pain or loss of blood is fine in this situation.
(How is my character going to get around if their legs are tied together? They are not—their femur is broken).
A note for if you're googling around for femur splints: you're probably going to find a traction splint. From what I understand, especially in the wilderness, the science on that is somewhat up in the air. If your patient expresses a traction splint makes the injury hurt less, and it doesn't compromise CSMs, it's probably fine. If it hurts more, do not force someone into a traction splint just because google told you to.
We can think of the pelvis sort of like a book. When it breaks, that's sort of like the book falling open. The goal of the splint is to gently tie the book shut.
This video shows an improvised pelvis splint. Your character can do this with anything long, wide, and soft. Note how the end result is pressure from the sides, holding the pelvis together.
Also note, in real life, your character would probably be screaming incoherently as this happened. Pelvis fractures hurt, and this is an exception to the "if your patient screams ow ow ow you should stop" rule. This splint is going to hurt, and it's still better than the alternatives, which mostly involve dying.
Now that the patient is all splinted up, can we get to that urgent evac?
If there's such a thing as a spine splint, I haven't heard of it. You can use a backboard or vacuum mattress, but to be clear, that fully immobilizes your character. The danger with a spine fracture is that the sharp ends of broken bones can cut the spinal cord, which is where all the orders from the brain go to reach parts of the body. That means, to avoid paralysis, we'd like to avoid jostling and jiggling.
A word of optimism: it's actually possible to survive a broken spine on your own, even in terrible conditions. I've spent ten minutes now furiously googling which book this was (I've read many about mountain climbing) and cannot for the life of my find it, so I'll give you the summary and come back and link the book if I ever remember.
After a nasty fall on Denali, the tallest mountain in North America and one of the most dangerous in the world, a climber broke his neck (the bone, not the cord). He managed to crawl down to base camp, even though he couldn't sit up or lie down without cupping his head in both hands to keep it from jostling his neck and potentially severing the cord.
In fact, there is some evidence that spine injured patients are better than responders at knowing how to move to avoid hurting themselves more. When victims of car crashes are allowed to walk from the car and lay down on the stretcher, they are less likely to damage their spines than if they are manhandled out of the car by responders attempting to protect their spine.
In general, a character who knows their spine is hurt will want to focus on keeping their spine in alignment. If that means walking upright or lying down flat, they should do that. In the case of the man with the broken neck, that meant crawling, since it was easier to keep his neck in alignment. They should avoid any pulling motions, like someone dragging them by the head (everyone should avoid this in all cases, pretty much) and twisting motions, like trying to crack their back (don't try to crack your back if your spine is broken).
So, it is not unreasonable for your character with a broken spine to survive in the wilderness alone, assuming they're lucky and have experience. Otherwise, if you want them to live, why not give them a friend or two to help them get back to the frontcountry?
Assuming we can't evacuate right now, we're going to prevent anything from going into the brain and treat for shock (give fluids and food, monitor, and stop any bleeding). Another thing to consider is hypothermia: the brain can lose a lot of heat if it's exposed (this is a very bad injury), so keep your character warm.
Also, they're probably going to die. I do not personally recommend this injury for characters who still have plot relevant things to do.
Compound fractures, or open fractures, are any fracture that involves breaking skin. Note, this includes small breaks in skin where you can't see the bone, or breaks where you think the wound might've been caused by something other than the bone breaking but aren't sure. (For example, if you stub your toe really hard on an annoyingly sharp doorframe, breaking a bone and incidentally scraping your toe elsewhere, you've got an open fracture, and it warrants a great deal of care. ModN got lucky on that one.)
Compound fractures are bad, even in small bones (like fingers) because they:
Can get infected! In particular, bone infections are Very Bad
Render the limb mostly unusable
Since we're all writers here, I assume we can imagine just how viscerally uncomfortable it would be to see your bone (an inside bit) sticking out of your skin, so I will not belabor that last point. (ModN: this I can attest – we had some impressive moulage/stage makeup for an open tibia fracture during a practice scenario, and even knowing it was fake it was deeply unnerving.)
Treating Compound Fractions
Assuming the patient isn't bleeding out, in which case we treat that first, we handle compound fractures similarly to other fractures with one crucial first step: wound cleaning.
Before we TIP or splint, we are going to clean that wound. This is because TIPing will likely involve putting the bit of bone on the outside back into the inside. If it got infected in its brief stay in the outerworld, we don't want to shove those bacteria directly into the blood stream.
After cleaning, check CSMs and TIP (unless your patient begs you to stop or you really need to yank it hard to get it to move) and splint in place. Also, evacuate. Urgently.
For minor inconveniences that could turn bad, we at ICT recommend breaking:
If you don't want to lose limb functionality but want the character nerfed for a bit, may I recommend:
If you want someone to have to care for this character for a while but not have the threat of death constantly on the horizon, check out:
Broken lower leg (rendering character mostly immobile)
Broken collar bone (rendering arm immobile)
Fractured femur (in a safe environment, with helper who has some medical experience, and with a lot of angst)
Broken vertebra with severed or unsevered spinal thoracic or lumbar cord (you're going to have to play a little fast and loose with the facts on this one, but the care / comfort aspect is there)
If you want this character to be in a fight for their life, why not sprinkle in:
Compound fracture, possibly with arterial bleed or secondary infection
Unstable fracture, especially of the femur or pelvis
Spinal fracture without spinal cord damage
If you want your character to (probably) die, take a gander at:
Broken spine with severed spinal cord
Compound femur or pelvis fracture
And if you want to go from serious to not serious real quick, try:
First Responder finds Patient and discovers they have no feeling or movement in their legs or feet. Oh no!
First Responder panics, thinking Patient is newly paralyzed halfway down the ski slope
First Responder remembers training and asks for a SAMPLE history
Patient reveals that the spine was already broken and if there's no other injury, they're fine to ski down (First Responder probably should've noticed the monoski, but whatever; they were freaking out.)
First Responder feels a little dumb, but also glad that Patient is fine