Wound Calls

Site Index > Rules > Gameplay > Calls > Wound

Wound Calls

Combat Call

Call: <Location> Wound

Call Type: Offensive Effects

Description: Applies a Wound condition without any damage

Common Sources: Boulders, Various Trap Tags

Associated Condition(s): <Location> Wound

Attacks that call for a 'Wound!' don't deal any damage, they go straight to inflicting a Wound condition.

Description

An attack that calls for 'Wound!' will always list which location is getting wounded, such as 'Torso Wound!'. The 'Wound!' call represents attacks that are so savage armor and body don't help protect you at all.

Player characters only have access to this call in the form of trap tags. This is a design choice to keep such a dangerous call from being used in a player versus player situation without a major limitation (needing to get the person to set off the trap).

Calls

The 'Wound!' call never inflicts damage. It may not be blocked and is not a spell. The call will always include a hit location as part of it, such as 'Torso Wound!'. Characters hit by a 'Wound!' call immediately take a Wound condition in the named location. No body or armor is lost when this happens.

Only defenses which specifically stop a 'Wound!' call will stop this call by itself. If another call is added such as 'Poison Torso Wound!' a defense that prevents 'Poison!' will stop the entire attack. Trap tags will list a trap type at the top such as Alchemical, Spell, or Physical. Defenses that prevent alchemical traps can stop a Wound from an Alchemical trap tag, etc. Body and armor do not interact with the 'Wound!' call in any way.

References

Limb Wounds

Each arm and each leg can be wounded separately from the others.

Condition Name

Effect Duration Common Sources Common Cures

Limb Wound

One or more of a characters limbs have been injured. Event Damage, Pit Traps The Restore Limb spell

Arm Wounds

When you get an Arm Wound condition it means that arm is injured, you must drop anything being held by that arm. You may not transfer an object from the wounded arm to your other arm. Drop the object first. Then, you may then retrieve the object from the ground. Wounded arms do not count as free hands for the purposes of casting spells. A wounded arm may not pick up, manipulate or carry anything at any time.

Should an arm with an Arm Wound take damage that would cause another Arm Wound, you take a Torso Wound condition instead. If however, an effect automatically inflicts an Arm Wound on an already Wounded Arm (such as from a trap), nothing happens - not even a 'No Effect!' call, an effect happened, it was redundant.

Leg Wounds

When you get a Leg Wound condition that leg will no longer support any weight. You can still remain standing on the other leg, but should not start rapidly hopping up and down on the non-wounded leg. Drag your wounded leg slowly across the ground avoiding supporting yourself with it. If forced to support yourself with the wounded leg you should fall over.

Should you get wounded in the both legs at the same time you should immediately drop to your knees. You may also do this voluntarily if only one leg is wounded. In either case, once you are on your knees you may not voluntarily stand up until after any fighting is done or the wound is healed. While on your knees you must avoid hopping up and down to fight. Try to stay at a fixed height from the ground.

When a leg with a wound takes damage that would cause another Wound, you take a Torso Wound condition instead. If however, an effect automatically inflicts a Leg Wound on an already Wounded Leg (such as from a trap), nothing happens - not even a 'No Effect!' call, an effect happened, it was redundant.

Torso Wounds

A Torso Wound is a catch all injury for anything that would result in a character taking enough damage to fall unconscious. When a character first gains the Torso Wound condition they also gain the Bleeding Out condition at the same time. If the Bleeding Out condition is later removed we refer to this as the character being 'stable': they still have a Torso Wound, but are in no danger of dying.

Any damage to a character with a Torso Wound will result in that character dying immediately. This is known as a killing blow. Accidental damage, such as from a tag bag that hits the fallen character instead of it's intended target, will also kill the character.

Condition Name

Effect Duration Common Sources Common Cures

Torso Wound

The character has received a grave injury and is unconscious. Event Damage, Boulders The Heal Mortal Wound spell, a Catholicon

Bleeding Out

A character that has the Bleeding Out condition will die if they don't receive medical attention. After 10 minutes if this condition is not removed (healed) the character gains the Dead condition.

Any character with first aid may role-play taking care of someone with the Bleeding Out condition to extend the time it takes before they die. This adds an additional 10 minutes (for a total of 20). The first aid doesn't need to be started until the standard 10 minutes are nearly up (though it is good role-playing to do so prior to that). During the additional 10 minutes a person with first aid must maintain steady role-play. If at any point during the additional 10 minutes no one with first aid is actively paying attention to the individual Bleeding Out that person will die immediately.

This condition can be cured with items like Stabilizing Concoction. Anything that removes a Torso Wound condition will also automatically remove the Bleeding Out condition.

Condition Name

Effect Duration Common Sources Common Cures

Bleeding Out

The character has a wound bleeding uncontrollably, they will die soon if not treated. 10 Minutes Torso Wounds Stabilization Concoction, the Heal Mortal Wound spell

Categories: Gameplay Rules | Calls | Offensive Effect Calls | Wound Calls | Wounds


Site Index About Us Event Calendar Novitas Linktree Contact Us
Page last modified on April 18, 2024, at 01:01 PM
Powered by PmWiki