Wounds: Difference between revisions

From Obscura

No edit summary
Line 21: Line 21:
 
All wounds need to be treated by a surgeon or other relevant expert in an interactive before they can heal properly. 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. 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.
+
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.
 
</noinclude>
 
</noinclude>

Revision as of 15:32, 22 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.

Mortal Wounds and Terminal

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. Wounds that aren't mortal don't contribute to your death track.

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.

Terminal characters should act as though dying, and can’t attack or use any skills, and can't be healed. They can move slowly, or can move at normal speed if assisted, or they can be restrained by another character with continuous appropriate roleplay. A terminal character will die at a dramatically appropriate time of the player’s choice before the end of the next interactive they attend, unless they can find some way to avert their fate.

Wound Suppression and Treatment

  • 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. 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.