When Lightly Wounded in Earth, increase the TN of Earth checks by 1.
When Severely Wounded in Earth, increase the TN of Earth checks by 3.
Earth wounds impact the Back, torso, and thigh.
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 Earth, increase the TN of Earth checks by 3.
Earth wounds impact the Back, torso, and thigh.
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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* |
Remember a place where you can find better treatment for the injuries or illnesses you are treating. |
* |
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) |
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
* + |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
* * |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
Special Circumstance Opportunities
In Shadowlands
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible things as the revelation of a secret mahō-tsukai or the summoning of an oni. The next time you suffer strife this scene, you suffer 2 fewer strife, to a minimum of 0.
While Tainted
** No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.