Wounds
Wounds
Most adversaries are killed outright when Wounded (see Adversaries, page 142). Player-heroes, on the other hand, can resist being Wounded once without serious consequences, but risk their lives if injured a second time.
When Player-heroes are Wounded for the first time they immediately check the Wounded box on their character sheet, and then proceed to roll on the Wound Severity table below using a Feat die, to determine the extent of their injury.
As seen under Resting, Player-heroes whose Wounded box is checked recover Endurance slowly.
Player-heroes who are wounded a second time (they receive a Wound when their Wounded box was already checked) see their Endurance drop to zero, they fall unconscious and are now Dying.
A second Wound is not recorded on the character sheet, and the severity roll is skipped.
FIRST AID
Player-heroes may reduce the severity of their injury with a HEALING roll. Player-heroes who are not unconscious may attempt the roll themselves.
A successful HEALING roll reduces the severity of an injury by 1 day, plus 1 day for each icon scored (to a minimum of 1 day).
Each hero may be administered a successful First Aid only once. A failed HEALING roll cannot be repeated until at least a day has passed, as the failure of the treatment isn’t immediately apparent.
DYING HEROES
Heroes are considered to be Dying if they are Wounded twice, or if they roll an on their Wound severity roll (or as the result of some sources of injury).
Dying heroes must receive a successful HEALING roll within approximately 1 hour or they will die.
If the roll is a success, their life has been saved and they come back to their senses in about 1 hour, at 1 Endurance. If Wounded, heroes must add 10 days to the time required for their injury to mend (minus the days removed by the HEALING roll).
Finally, their injury leaves a permanent mark (the details are up to the player — a scar, a limp, a missing finger).
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