Wounds: Difference between revisions

From Obscura

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* Untreated mortal wounds become non-mortal at the end of the event, unless they were gained very near the end of it.
 
* Untreated mortal wounds become non-mortal at the end of the event, unless they were gained very near the end of it.
   
Wounds have fairly potent mechanical effects and having fresh wounds will severely limit your effectiveness. Suppressing or treating a wound severely diminishes the mechanical drawback but leaves a lingering effect. You will still become terminal if you exceed your capacity in suppressed and treated mortal wounds.
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Wounds have fairly potent mechanical effects and having fresh wounds will severely limit your effectiveness. Suppressing or treating a wound severely diminishes the mechanical drawback but leaves a lingering effect. A lingering mortal wound still counts towards your death track until the end of the event, when it expires or becomes non-mortal.
   
 
All wounds need to be treated by a surgeon or other relevant expert in an interactive before they can heal properly (allowing for more in depth surgical roleplay after linears). The requirements for the wound treatment are on the wound card. Once the wound has been treated, it will expire at the end of the event.
 
All wounds need to be treated by a surgeon or other relevant expert in an interactive before they can heal properly (allowing for more in depth surgical roleplay after linears). The requirements for the wound treatment are on the wound card. Once the wound has been treated, it will expire at the end of the event.

Revision as of 12:39, 5 July 2019

Wounds are cards given out that represent an injury, curse or other affliction. The wound has a description on the front of what the wound is and how it affects you, both mechanically and in terms of roleplaying. The wound will also have a method of treatment.

Wounds and Death

Characters have a limited number of Mortal Wounds they can sustain before dying.

  • PCs and important NPCs will become Terminal once they take 4 mortal wounds
  • Most other NPCs will die immediately after taking 2 mortal wounds.
  • Not all wounds are mortal wounds. Mortal wounds are clearly marked.

If you have and need to ask for (see the WOUND call) more mortal wounds than you are capable of sustaining, then you immediately become Terminal.

PCs can spend 5 seconds of obvious, uninterrupted roleplay with an unresisting target to call WOUND. This allows “executions” by overloading the target’s mortal wound capacity and sending them terminal.

Wound Suppression and Treatment

An active wound has a major mechanical effect on the character.

  • Wounds can be temporarily suppressed on linears with skills such as Patch Up.
  • Wounds can be treated only in an interactive.
  • Treated wounds expire at the end of the event.
  • Untreated mortal wounds become non-mortal at the end of the event, unless they were gained very near the end of it.

Wounds have fairly potent mechanical effects and having fresh wounds will severely limit your effectiveness. Suppressing or treating a wound severely diminishes the mechanical drawback but leaves a lingering effect. A lingering mortal wound still counts towards your death track until the end of the event, when it expires or becomes non-mortal.

All wounds need to be treated by a surgeon or other relevant expert in an interactive before they can heal properly (allowing for more in depth surgical roleplay after linears). The requirements for the wound treatment are on the wound card. Once the wound has been treated, it will expire at the end of the event.

Not all wounds are mortal, and those that aren’t don’t count towards your death track. Wounds given out as a result of ritual mishaps (that aren’t fallout) will usually not be mortal wounds. Non-mortal wounds can also happen at dramatic points in combat, either given out ad hoc or with the CURSE call.