Wounds

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Wounds are cards given out that represent an injury, curse or other affliction. The wound has a description of what the wound is and how it affects you, both mechanically and in terms of roleplaying. The wound will also have a method of treatment.

Some wounds are "dire" wounds, and are the means by which your character can eventually become terminally wounded and die.

Dire Wounds and Terminal

If your character is incapacitated for 15 seconds or longer during an encounter you must make a wound draw at the end of it, but only once per encounter. You will be dealt a random wound from the wound deck, some of which are regular wounds, and some (roughly 2/3) are Dire. If you have two Dire wounds your character becomes Terminal. After making your wound draw if you are still incapacitated you regain one hit point, representing natural recovery.

Your bleed count while incapacitated is paused if another character does roleplay with two hands that seems beneficial (such as First Aid).

Wounds are typically caused by incapacitation, but can also be given out by the CURSE call, or while performing risky actions or experiments.

While Terminal you should act as though dying, and can’t take any actions. You can't be healed from this state by any normal means. You can move slowly, or can move at normal speed if assisted, or can be restrained by another character with continuous appropriate roleplay. You will die at a dramatically appropriate time of your OC choice before the end of the next interactive you attend. Becoming Terminal removes any wounds currently on you.

Alleviation and Treatment

  • Wounds can be temporarily alleviated with skills such as Medicine and Automaton Engineer.
  • Treating a wound is more involved, and can often only be done in an interactive.
  • Treating or alleviating a wound replaces the acute effect with the lingering effect.
  • Treated wounds fully heal at the end of the event.

Wounds have fairly potent "acute" effects and having fresh wounds will severely limit your effectiveness. Alleviating or treating a wound replaces the acute effect with the lingering effect, which remains until the wound fully heals. A lingering dire wound still counts towards your death track until it fully heals.

Wounds need to be treated fully before they can heal. The requirements for the wound treatment are on the wound card. Many wounds can only be treated properly in an "appropriate venue" (usually the interactive), but can still be alleviated while on linears.

All treated wounds fully heal at the end of each event.

Death

Characters die when they reach the end of the terminal state, either because they choose to die or run out of time, or if they are executed.

Incapacitated characters can be executed. See a ref if you wish to execute a character. NPCs who've been beaten down are unlikely to be in a fit state to oppose the PCs again on a linear even without execution. It's likely that a request to execute a player character on a linear will be denied.

Once a character has gone from terminal to dead, there is absolutely no way to resurrect them.

Example Wounds

Concussion

A fairly standard physical wound. Treatable only by specialists in the interactives.

Acute: You are slightly dizzy and easily confused. Your Active Ability cooldown is increased by 10 seconds and you cannot use Quick Mind.

Treatment: In a safe venue a Medic or Mantra Instiller must perform exercises to clear your head.

Lingering: You are still slightly dizzy and easily confused. You cannot use Quick Mind.

Shaken

A mental wound. Treatable by anyone.

Acute: Take STUN once per encounter when anyone initiates combat.

Treatment: Someone must spend at least a minute bolstering your self confidence.

Lingering: Take STUN once per encounter when you personally initiate combat.