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Wound Calls
This very rare call comes from extremely powerful attacks that inflict massive damage. The wound call will always come with a location attached, for example 'torso wound'. If you are affected by this call you immediately take the wound(s) indicated.
When the wound call comes from an attack in combat, a limb wound becomes a torso wound if that limb is already injured (just like any other weapon hit to that location would become a torso wound). If the call comes from a trap it does not upgrade to a torso wound (if you somehow fall into a pit trap with broken legs, there is no further effect).
By itself this call cannot be prevented. However if it is combined with another call and that call can be prevented the wound can be prevented. For example a "poison torso wound" would be prevented by something that prevents poison.
Related Rules
Wounds
When a character takes damage and they cannot prevent it, they receive a wound. A player can take a wound in their Right Arm, Left Arm, Right Leg, Left Leg, and Torso.
A wounded arm must drop anything it is holding. You may NOT use a still healthy arm to instantly grab an item such as a weapon. Drop it first, then you may attempt to retrieve it from the ground.
A wounded leg will no longer support weight. You may only drag your foot slowly across the ground to move around. If you are forced to put weight on the wounded leg, you must fall over. You should also act like the leg is injured and is causing pain.
You may also choose to drop to your knees. If you do, then your other leg will become wounded. This means you may not stand up after voluntarily dropping to a knee.
If you sustain leg wounds in both legs you MUST drop to your knees.
A torso wound will knock a character unconscious. Once unconscious they will "bleed out" in 10 minutes. Characters with the first aid skill can increase the time it takes to "bleed out" by an additional 10 minutes with appropriate role-playing. If the bleeding isn't stopped in time the character will die. Death requires stronger healing to recover from than a standard torso wound. Should your character remain dead at the end of the event you run the risk of permanent character death. If your torso is further wounded while you are already suffering from a torso wound with an attack called a "killing blow" you stop bleeding out and go straight to being dead.
If a character who has suffered a torso wound is in a location where others are likely to trip over them, it is appropriate and encouraged to move out of the way until it is safe to return.
When an effect causes an "automatic wound", ignore any armor (of any kind) or body the character may have. An appropriate immunity effect can still prevent an automatic wound, however damage requirements will NOT prevent automatic wounds.
Source of Call | Description | Call |
---|---|---|
Wound | Causes a wound to a specified location that typically cannot be prevent | 'Torso Wound' |
Categories: Combat Rules | Terminology | Combat Calls | Wound Calls