Ferrum corona/Wounds

From RopeWiki
< Ferrum corona
Revision as of 11:57, 16 September 2008 by Phooka (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Getting Wounded
If you take damage in a combat – whilst being bloodied - that is greater than your constitution score plus the armor bonus of your worn protection, you are in risk of getting a wound.
Once the combat ends, the wound makes an “attack” against either your Armor Class, Reflex Defense or Fortitude Defense (whichever is the highest). If the attack hits, you have gotten the wound. If not, you came out without serious injury.
Wound Track
Every Wound has a progression-track, which shows you all the stages of injury.
Wound Progression
Wounds can be treated with a heal check or shrugged off by endurance checks. Both can go awry and make the wound become more dangerous. Both can also work out and put you on the path of recovery.
Example Wound
Deep Cut
Level 1 Wound
A deep cut hinders you slightly in all physical activities, whilst also tiring you out faster.
Attack: +4 vs. Fortitude or Reflex
Healing: Improve DC 16, Maintain DC12
------------------------------------------------------------------------
Healed: You have finally shrugged off the wound
Better: Your wound barely affects you at all.
Initial: Your wound slightly hinders you, incurring you a -1 penalty to physical activities except combat.
Worse: The deep cut becomes more dangerous as it does not heal; you take 1 more damage from all attacks
Final: The wound has become infected, incurring you a -1 penalty to all activities, as well as adding 2 points of damage to every attack.