When Lightly Wounded in Air, increase the TN of Air checks by 1.
When Severely Wounded in Air, increase the TN of Air checks by 3.
Air wounds impact the Face, neck, and ears.
Removing or reducing Wounded is a TN4 Medicine (Water) Check as a downtime activity or a TN 3 Fitness check due to Bed Rest.
When Severely Wounded in Air, increase the TN of Air checks by 3.
Air wounds impact the Face, neck, and ears.
Removing or reducing Wounded is a TN4 Medicine (Water) Check as a downtime activity or a TN 3 Fitness check due to Bed Rest.
Details
Description: A part of the character’s body is injured badly enough to hinder their use of it. This is reflected mechanically by one of their rings’ being negatively affected when the character uses it, which should be recorded along with the condition.
Effects: This condition has two forms: Lightly Wounded and Severely Wounded.
A Lightly Wounded character increases the TN of their checks with the affected ring by 1. If the character suffers the Severely Wounded condition for the same ring, remove this condition. If the character would suffer the Lightly Wounded condition again for the same ring, they remove it and suffer the Severely Wounded condition for that ring.
A Severely Wounded character increases the TN of their checks with the affected ring by 3. If the character suffers the Lightly Wounded or Severely Wounded condition for the same ring, they remove it and suffer the effects of a severity 8 critical strike (Permanent Injury, see page 270) for that ring as if they had failed the check to resist it.
Removed When: Any character can provide treatment by making a TN 4 Medicine (Water) check as a downtime activity. If they succeed, the injured character removes Lightly Wounded or reduces Severely Wounded to Lightly Wounded. This check can be attempted once per wounded ring per week.
Additionally, a character can attempt to heal through bed rest. Once per week per wounded ring, a character may make a TN 3 Fitness check using that ring (and ignoring the modifiers to the TN the condition normally applies). If they succeed, they remove the Lightly Wounded condition or reduce the Severely Wounded condition to the Lightly Wounded condition.
Effects: This condition has two forms: Lightly Wounded and Severely Wounded.
A Lightly Wounded character increases the TN of their checks with the affected ring by 1. If the character suffers the Severely Wounded condition for the same ring, remove this condition. If the character would suffer the Lightly Wounded condition again for the same ring, they remove it and suffer the Severely Wounded condition for that ring.
A Severely Wounded character increases the TN of their checks with the affected ring by 3. If the character suffers the Lightly Wounded or Severely Wounded condition for the same ring, they remove it and suffer the effects of a severity 8 critical strike (Permanent Injury, see page 270) for that ring as if they had failed the check to resist it.
Removed When: Any character can provide treatment by making a TN 4 Medicine (Water) check as a downtime activity. If they succeed, the injured character removes Lightly Wounded or reduces Severely Wounded to Lightly Wounded. This check can be attempted once per wounded ring per week.
Additionally, a character can attempt to heal through bed rest. Once per week per wounded ring, a character may make a TN 3 Fitness check using that ring (and ignoring the modifiers to the TN the condition normally applies). If they succeed, they remove the Lightly Wounded condition or reduce the Severely Wounded condition to the Lightly Wounded condition.
Opportunity Uses |
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* |
Learn a something about a character who injured the person you are healing |
Opportunity Uses |
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* |
If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach). |
* + |
Remove 1 strife you gained from this check per * spent this way. |
* * |
Provide assistance to the next character to attempt a check to accomplish something similar |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Learn another character in the scene’s demeanor (if an NPC) and current strife. |
* + |
Act subtly to attract minimal attention in your efforts. Extra * makes the attempt even subtler. |
* * |
Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC. |
Special Circumstance Opportunities
In Shadowlands
*+ You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per * spent this way
Against Tainted ThreatS
** Confronted with the horrors of the Taint, you remain alert and able to discern a weakness in your foe. Reduce the TN of your next check made to oppose or harm a Tainted character by 1, as you examine the threat before you and formulate an appropriate response.
While Tainted
** Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.