Wounds are persistent injuries that come about as the result of Combat Activity, accidents, and effects. Many encounters incorporate simple damage-causing injuries, offset by Character Features, a mystic effect, or some item/technology. One cannot have a Wound and be Hale. Normal Health restoration through healing and rest does not remediate the secondary effects of a Wound unless noted. All Wounds impose a measure of Health Reduction of their maximum Health as well as a non-lethal, cumulative level of Exhaustion on the target; The recipient loses 1 measure of Movement even if they are immune to Exhaustion.
Minor Wounds can be gotten over quickly; Unless noted, their effects are remediated after the Short Rest for each such Wound.
Major Wounds take a long time to heal and recover from; Unless noted, their effects are remediated after a Long Rest for each such Wound.
Grievous Wounds leaves the body seriously weakened after a Major Wound to the extent that all checks to resist effects are made with Disadvantage until remediated. These wounds heal after all others and may have Grievous Wound Additional Impacts.
Some Simple Medical Practices & Advanced Medical Practices can remediate wounds. The source of the wound may describe other specific effects. Surviving persistent injuries is usually just a matter of time and natural healing, though some are so Grievous they will alter the form and function of a character – leaving them with permanent disfigurement, chronic pain, and deep scars.
Obliterative Death: Disintegration, excessive damage and the like can cause obliterative death – death that cannot be recovered from by any means.
Based on damage in excess of 0 and the dying’s Essence. Unfettered gains a bonus unless noted.
Without measures to prevent it, a character will lose 1 Health per round while dying.
Health Reduction immediately reduces the maximum Health value for a character by 3 until the Wound is remediated; In addition to the normal Exhaustion and/or Movement penalty.
Stabilizing Process: 3 Death Saves, DC = Negative Health – (free Essence + Constitution Adj; +1 for Unfettered characters) –
A 1 always fails; if negative damage > normal Health maximum, death is instant..
Assess order of activity. Tactical positions, Initiative and intent.
Resolve Combat Activity according to Initiative Order; Resolve Offensive and Defensive checks and outcomes, assessing damage.
Assess outcome; subtract Damage from the Health of the target. All damage, regardless of class (normal, Fatigue, Hard, or Malaise) is subtracted from the same current Health total. Assuming no Wounds result, the target continues within Combat Activity. Damage dropping a target below 1 is tracked as Negative Health.
In addition to tracking adjustments to the Health of the target, it’s Defensive measures ( Armor, Resilience, etc.) are tracked as well – these may have an impact on the measure of success of an attack!
Assess results of damage to the target; Apply any Conditions AFTER ‘Wound’ assessment:
@ End of the Round (after all other actions on the target), evaluate the dying target…
The target makes a Death Check, evaluating success or failure against their Stabilizing Process. Wounds may affect Death Checks.
Assess ongoing stabilization process… the target remains Unconscious and/or unresponsive.
The default Stabilizing Process is {placeholder} unless noted elsewhere; Damage Threshold is set to {placeholder}