Combat: Wounds
You cause wounds on: critical strikes (torso), critical strike called shots, or chaining damage. When you gain a wound, you suffer penalties that not only inflict pain but also negatively affect your ability to fight. A wound needs to be cared for to reduce the penalties it causes, which is done through medical supplies or energetics. There are three types of wounds: broken bone (blunt), puncture (piercing), and laceration (slashing).
Out of the three ways to inflict a wound, there are really only two methods, a critical strike (standard attack or called shot) and chaining your damage. When a critical strike succeeds, you apply the wound either on the torso or on the aimed spot (called shot). Chaining your damage applies a single wound per attack, regardless of how many times you chain the damage.
Types of Wounds
Blunt Wounds (Broken Bones)
When it comes to a blunt wound, which is also known as a broken bone, the treatment involves using splints. Blunt damage and fall damage are the main causes of this type of wound.
- Breaking a limb bone causes it to be unusable. If it is a lower limb used for movement, you fall prone and it is still unusable. Once splinted, your movement is reduced by -10ft. Breaking all limbs used for movement reduces your movement to a five-foot crawl.
- Breaking a bone in your torso causes your movement to be halved. Once cared for, it is reduced to -5ft.
Piercing Wounds (Puncture)
A puncture wound requires bandages, healing salves, and needle and thread for its treatment. Piercing damage is the main cause of a puncture wound.
- Limbs become unusable and bleed for 1d4 damage until cared for.
- A torso puncture causes 1d4 bleed damage until cared for.
Slashing Wounds (Laceration)
A slashing wound is known as a laceration and uses bandages, healing salves, and needle and thread to care for them. Slashing weapons are the main causes of this type of wound. A laceration is a large hole in your body that causes a bleed effect, penalties to rolls, and even causes limbs to be removed.
- For limbs, it is removed. The target is panicked for one round and takes 1d8 bleed damage until cared for.
- As for torso, lacerations inflict 1d4 bleed damage.
Wound Tables
Broken Bone
Puncture
Before the wound can be cared for, someone must remove the projectile (arrow, bolt, bullet, etc.).
Laceration
Caring for Wounds
Caring for a wound is to apply medical supplies to it to aid in its recovery. However, if you possess a Mend Organics spell scroll or can channel Gaia and know the spell, you can heal wounds instantly. If you don’t have energetic options, temples provide services.
When caring for wounds, or needing to heal from standard damage, medical supplies are used to stop bleeding, set bones, and restore health. Using multiple medical supplies at the same time does not require extra actions and can be pulled out and applied as if only applying one. So, if you have a bandage and healing salve from your backpack, it would only cost the 2 actions to pull out the bandage and healing salve and apply it. However, pulling out a tonic from your backpack would require 2 actions per tonic.
Broken Bones (Blunt)
The spell Mend Organic spell or natural healing with splints can heal broken bones. Broken bones naturally heal in sixty days. A splint must remain on the limb the entire time. For broken ribs, you must tightly wrap bandages around the torso and you must replace them every two days.
Broken bone naturally deals in 60 days
Punctures (Piercing)
Caring for a puncture is based on the type of ammunition/weapon that pierced you. However, regardless of the type of puncture, once you have cared for the wound, the bleed damage stops. Punctures on limbs used for movement reduce your movement by -5ft. until fully healed.
It takes fifteen days for a puncture to heal naturally when the indicated medical supplies are applied daily (needle and thread only need to be applied once). Failing to replace the bandages daily can cause the wound to become infected. There is a fifty percent chance of infection.
Punctures naturally heal in 15 days
If you do not replace the bandages daily, there is a 50% chance of infection.
Extruding Projectiles
You must remove any projectiles that extrude out of your body (i.e. arrows, bolts, javelins, etc.) before you can bandage the wound and can use the body part again. Removing the projectile takes one action.
Bullet/Other Projectile
You must bandage bullets and other weapons/ammunition punctures that do not extrude from your body before being able to use them again.
If a projectile, such as a bullet, remains in the wound, it can cause negative effects even after healing. It is necessary to remove the projectile with an apothecary check (DR12), as each failed attempt causes two damage.
Lacerations (Slashing)
Wrapping the wound with a bandage stops the bleed effect, but using healing salve and needle and thread can speed up the healing process.
Deep cuts naturally heal in twenty days. Someone must suture together the wound with needle and thread and then wrap it in bandages for the entire healing time. You must replace the bandages daily. If you don’t wrap the wound in bandages daily, there is a fifty percent chance it will get infected and you will develop the infection condition.
Lacerations naturally heal in 20 days
If you do not replace the bandages daily, there is a 50% chance of infection.
Caring for slashing wounds causes the bleeding effects to stop. You can only reattach a lost limb if it is intact and you use energetics like the Mend Organic spell.
To stop the bleeding effect, apply a bandage to the wound. The bleed damage is applied at the end of each round.
You have two days to attach the limb using magic, otherwise, you will lose the limb (freezing the limb for double the time). If the two days pass, the limb is not retrievable, or destroyed, you can replace your limb with a steam mail limb or use Apocrium provided you have the coin. See the technology or apothecary section in the marketplace chapter for more information.
Wounds from Called Shots
The critical strike rules are used to play out all called shots, and you inflict a wound on the targeted body part. Each targeted area is associated with a specific wound. The damage type and body part associated with each targeted area determine a specific wound. See Combat: Attacking, Called Shots for more information.
Armor Accessory Protection
Armor accessories negate all extra damage and wounds. Instead, the damage applies to the accessory.
Steam Mail Wounds
When a called shot hits a limb that is steam mail, if a wound would be applied is converted to the following:
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