Wounds
Wounds are tags that hinder appropriate actions and tasks.
A wound can be treated in the field by successfully passing a Level 5 Field treatment check. For each attempt after the first the task is hindered by one for each additional try. On a successful check you may heal 1 strain, or downgrade 1 other wound except a Lasting Scar.
You may Field treat a wound only directly after combat. You may not try again in another scene.
Wounds can be treated by someone with the appropriate knowledge (doctor/barber etc) with a Level 3 Treat Injury check. For each attempt after the first the task is hindered by one for each additional try. On a successful check strains and lingering traumas are removed or one debilitating injury is downgraded to a lingering trauma.
You may only be treated by a professional once per session.
Wounds may be healed by magic by successfully passing a Level 3 Treat Injury check. On a successful check all wound except a Lasting Scar are healed, or 1 Lasting Scar that can be healed is healed. However, if a Lasting Scar with a missing body part is immediately healed after the fight AND the missing body part is present, the wound can be healed completely. If any time elapses, the missing piece may not be reattached and the character should apply a new tag such as can't see out of right eye, or can't hear out of left year, has a peg leg or some other tag that represents their new condition in order to remove the Lasting Scar penalty.
You may only be healed magically once per session.
Lasting Scars may only be healed with magic or over a Long Downtime period of rest and healing.
When a character rests in a safe zone, they can heal all strains or 1 Lingering Trauma or downgrade 1 Debilitating Injury to a Lingering Trauma.
Safe zones are consider to be guarded settlements with proper lodgings. You cannot make a safe rest on the road or in a dungeon.
Wound Types
Wound types are based on the type of damage a creature or encounter does.
d8 | Damage Types |
---|---|
1 | Physical (piercing, slashing, crushing weapons) |
2 | Psychic (mental, psychic) |
3 | Elemental (fire, air, earth, water) |
4 | Necrotic (death, undead, spirits, blood magic) |
5 | Radiant (divine, angelic, light) |
6 | Shadow (shadows, Nether magic) |
7 | Chaos (Faerie Magic) |
8 | Toxic (poisons, venom, disease, radiation) |
Physical Wounds
d6 | Strain | Lingering Trauma | Debilitating Injury | Lasting Scar |
---|---|---|---|---|
1 | Bruised ribs | Deep cut | Fractured bone | Crippled limb |
2 | Sprained wrist | Concussion | Torn muscle | Loss of fingers/toes |
3 | Winded | Nasty burn | Internal bleeding | Severe limp |
4 | Mild cut | Dislocated joint | Nerve damage | Organ damage |
5 | Sore muscles | Broken nose | Cracked ribs | Partial blindness/deafness |
6 | Battered | Swollen eye | Deep puncture wound | Missing limb |
Psychic Wounds
d6 | Strain | Lingering Trauma | Debilitating Injury | Lasting Scar |
---|---|---|---|---|
1 | Distracted thoughts | Recurring nightmares | Panic attacks | Paranoia |
2 | Irritability | Persistent anxiety | Phobia | Loss of confidence |
3 | Difficulty focusing | Flashbacks | Emotional numbness | Loss of empathy |
4 | Mood swings | Insomnia | Depression | Cynicism |
5 | Nervousness | Trust issues | Dissociation | Trust Issues |
6 | Restlessness | Self-doubt | Identity Crisis | Amnesia |
Elemental Wounds
d6 | Strain | Lingering Trauma | Debilitating Injury | Lasting Scar |
---|---|---|---|---|
1 | Singed hair | Persistent coughing | Lungs scarred by heat | Suffers chronic breathing issues |
2 | Bruised by force | Joints ache constantly | Bones weakened/brittle | One limb permanently stiff or fragile |
3 | Frostbitten fingers | Numb extremities | Circulation permanently impaired | Prone to severe cold sensitivity |
4 | Shocked by static | Nerve damage causes twitching | Muscle control weakened | One hand partially paralyzed |
5 | Eyes irritated by dust | Blurred vision | Light sensitivity | Partial or full blindness in one eye |
6 | Skin blistered by heat or acid | Nasty chemical burns | Thick Scarred Flesh | Flesh necrosis |
Necrotic Damage
d6 | Strain | Lingering Trauma | Debilitating Injury | Lasting Scar |
---|---|---|---|---|
1 | Skin turns pale | Cold to the touch | Circulation weakens | Necrotized limb |
2 | Sudden fatigue | Persistent muscle aches | Chronic weakness | Slowed Recovery |
3 | Faint black veins | Flesh is slow to mend | Permanent nerve damage | Dead Flesh |
4 | Teeth ache | Brittle nails or hair | Weakened immune system | Prone to frequent illness and infections |
5 | Tingling in limbs | Vision flickers between life and death | Partial organ failure | Missing or rotting extremities |
6 | Echoes of whispers | Shadow clings unnaturally | Soul partially consumed | Presence unnerves the living |
Radiant Damage
d6 | Strain | Lingering Trauma | Debilitating Injury | Lasting Scar |
---|---|---|---|---|
1 | Eyes strained | Light sensitivity | Partial blindness | Blinded |
2 | Skin feels raw | Skin permanently tender | Flesh burns too easily | Sunlight vulnerability |
3 | Numb limbs | Glowing veins that fade slowly | Nerve over-sensitivity | Uncontrolled muscle spasms in bright light |
4 | Burning sensation | Phantom pain in injured areas | Flesh weakens, bruises easily | Continually glowing scars |
5 | Ringing in ears | Echoes of divine voices | Frequent migraines | Tinnitis |
6 | Heart races unnaturally | Feels detached from the mortal world | Touch disrupts magic around them | Healing magic resistence |
Shadow Wounds
d6 | Strain | Lingering Trauma | Debilitating Injury | Lasting Scar |
---|---|---|---|---|
1 | Cold shivers | Persistent whispering voices | Loss of warmth or sensation | Unidentifiable Pain |
2 | Dizziness | Intense feeling of isolation | Vision distorted by shadows | Permanent shadow around the body, causing constant unease and discomfort |
3 | Overwhelmed by dread | Heart beats erratically | Breathing becomes shallow | Humming darkness, disturbing other living beings nearby |
4 | Mind feels clouded | Fear of light or brightness | Loss of time perception | Short Term Memory Loss |
5 | Eyes are bloodshot | Disturbing feeling of being followed | Limbs lose coordination | Vision Problems |
6 | Vision blackens | Constant sense of being watched | Reduced physical strength | Unnerving Presence |
Chaos Wounds
d6 | Strain | Lingering Trauma | Debilitating Injury | Lasting Scar |
---|---|---|---|---|
1 | Uncontrollable laughter | Perception of reality flickers | Body flickers or phases | Body randomly shifts in shape, causing pain and confusion |
2 | Mind races | Thoughts jumbled and random | Sudden body alterations | Arms or legs occasionally become unnaturally elongated or shortened |
3 | Hallucinations | Speech patterns become erratic | Unstable magic surges | One hand or foot glows faintly and uncontrollably |
4 | Sudden bursts of energy | Reality bends around them | Erratic emotional outbursts | Mood Swings |
5 | Eyes constantly shifting in color | Experience intense déjà vu | Sudden involuntary transformations | Occasionally bursts into a creature form for short periods, losing control |
6 | Distorted body sensations | Touch feels wrong or misplaced | Spontaneous teleports | Body becomes intangible or transparent at random |
Toxic Wounds
d6 | Strain | Lingering Trauma | Debilitating Injury | Lasting Scar |
---|---|---|---|---|
1 | Nausea | Persistent stomach cramps | Poison interrupts metabolism | Constantly weak |
2 | Cold sweats | Faint taste of bitterness | Blood toxicity | Internal organ damage |
3 | Shivering | Skin becomes itchy and flushed | Severe internal damage | Heart or lungs permanently weakened |
4 | Muscle cramps | Skin turns sickly yellow | Nervous system failure | Weakened limb |
5 | Faint dizziness | Vivid hallucinations | Mental disorientation | Memory loss or confusion |
6 | Sudden weakness | Body feels distant or detached | Sepsis or blood poisoning | Constant fever or chills |
Lasting Scars
Lasting Scars over a Long Downtime period of recovery.
When healed the Lasting Scar does not regenerate missing body parts. The character applies a new tag describing how they've overcome the limitation.
Healing
Healing Magic is always a ritual. A default healing spell starts at 1 minute and