Wounds

"Okay, that hurt."

When a character would take damage, they are usually allowed to soak that damage. This involves rolling a Resistance Test (normally Strength), with the hits subtracted from the incoming damage. If the damage is reduced to zero, the character takes no perceptible harm, otherwise they suffer a wound. Some number of boxes of the character's condition monitor will be filled up. All characters and objects have 10 boxes on their condition monitor. When boxes are filled in, they are marked depending on the type of damage that caused the wound:

Damage Type Box
Normal [/]
Lethal [X]
Aggravated [X]

For ease of accounting, the game arranges all wound marks in the order of Aggravated, then Lethal, then Normal. As new wound marks of any type accumulate they push lesser marks to the right of the track. If a damage mark would be pushed off of the track entirely simply discard it. The only exception to this is if a character's track is already entirely filled with Normal marks when you start adding a Normal wound: in that case you should convert existing Normal marks into Lethal marks on a one-for-one basis.

When all 10 of a character's boxes fill up with any kind of damage they are Incapacitated. They might or might not be conscious, but they cannot attempt any action that requires a dice roll, and they can at best crawl around at a Slow speed.

  • If the character's rightmost box is filled in with a forward slash ([/]), they are in no immediate danger (at least not from their wounds, being incapacitated in a place where you just took a wound implies a certain level of urgency in most cases).
  • If the character's rightmost box is filled in with a back slash ([\]), they gain the Dying condition with one hour to live (see the Healing and Death section). This usually comes directly from Lethal or Aggravated wounds, but note that wound marks heal separately so it's possible to have just the back slash itself.

A character can also suffer a Terminal wound, which is much like an Incapacitating wound (in that all of your condition boxes will be filled up with a mark), but the character gains the Dying condition with only 5 minutes to live. Even a Normal damage attack can cause a Terminal wound (eg: an unlucky rubber bullet or boxer's punch), and then someone had better be on hand with CPR or the curtain is coming down.

Net Damage Wound Type Wound Boxes
1 Petty Wounds 1 Box
2 Ordinary Wounds 3 Boxes
3 Serious Wounds 6 Boxes
4 Incapacitating Wounds All 10 Boxes
5 Terminal Wounds All 10 Boxes*
6 Terminal Wounds All 10 Boxes*
7 Terminal Wounds All 10 Boxes*
8+ Death NA

* Also, you are probably going to die.

  • Petty Wounds: A scratch. Will stop bleeding in a minute, and heal completely in a day. May still get infected or transmit poison.
  • Ordinary Wounds: These are painful and physically debilitating, but they generally heal up without much more than a discoloration at the spot, though they will take many days to do so.
  • Serious Wounds: People who see a serious wound inflicted generally wince, and the agony and pure physical hampering it causes will generally strike mortal terror into the sane.
  • Incapacitating Wounds: An incapacitating wound is called that because it incapacitates the victim. They may or may not lose consciousness, but they will be unable to stand even if they are able to keep their eyes open.
  • Terminal Wounds: Your ass is dying. Not dead, but nothing short of a miracle and a pair of lightning paddles is going to save you now.
  • Death: A character who receives 8 unsoaked damage from a single attack simply dies outright. Feel free to describe graphic injuries such as exploding heads and bodies torn in half.

Damage Penalties

When a character has been recently damaged, their ability to act is extremely impaired. The character's actions take a penalty equal to the number of boxes on their condition monitor that have a forward slash ([/]). This includes any Normal ([/]), Lethal ([X]) or Aggravated ([X]) wound boxes.

For every point that a character's Willpower exceeds 2, they can ignore one point of wound penalty. For example, a character with a Willpower of 4 can ignore the wound penalties imposed by 2 of their boxes.

A character with the Indomitably power ignores wound penalties completely.