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When a character takes a wound they have received a solid hit to some part of their body. The character suffers penalties to checks or actions involving the injured area. 1 - Left Leg - movement is halved, checks involving movement are disadvantaged. 2 - Right Leg - movement is halved, checks involving movement are disadvantaged. 3 - Left Arm - checks involving off hand are disadvantaged 4 - Right Arm - checks involving main hand are disadvantaged 5 - Torso - all physical checks are disadvantaged 6 - Head - all checks additional are disadvantaged Serious wounds need to be treated to stabilise them so that natural healing can begin. Stabilising a serious wound has a TS of 12 for wounds from sharp attacks and 15 for blunt attacks. A serious wound that goes untreated for a day, or is subjected to a stabilisation check failed by 3 or more progresses on to become a critical wound. A second successful check is required for healing to begin. Natural healing of a serious wound is 1d6 weeks but this can be accelerated with alchemical treatments.