Ferrum corona/Wounds
Jump to navigation
Jump to search
Using the disease system to simulate injuries and dangerous wounds like broken bones or deep cuts. Everything else is just bruises.
- 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.
- 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. Wounds can be shrugged of with an endurance checks for the duration of the encounter. Another endurance check or healing check must be made after the encounter.
- 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.