When Lightly Wounded in Fire, increase the TN of Fire checks by 1.
When Severely Wounded in Fire, increase the TN of Fire checks by 3.
Fire wounds impact the Hand, arm, fingers, and nose.
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 Fire, increase the TN of Fire checks by 3.
Fire wounds impact the Hand, arm, fingers, and nose.
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 |
* |
Extrapolate the motivations or desires of another character in the scene or wider situation. |
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) |
* |
Inflame another character in the scene with your presence, causing them to receive 2 strife. |
* + |
Perform the task in a flashy way, drawing attention to yourself. Extra * attracts even more notice. |
* * |
Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence. |
In Shadowlands
*+ You spur your comrades on with pleasing encouragement or biting criticism. One other character in the scene per * you spend this way reduces their next TN to resist physical hardship or the influence of the Shadowlands by 1.
Against Tainted Threats
*+ The righteous fury you display can cow even the most terrible of Tainted fiends. Each Tainted being in the scene gains 1 strife, plus 1 additional strife for every ** spent. If you are unaware if another character is Tainted, the GM should record this strife secretly.
While Tainted
** The furious power of Jigoku flows through you, granting you unnatural might. Add 1 kept Ring Dice showing a Strife result to the next Martial Arts check you make. This effect persists until the start of their next turn.