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game_mechanics:injury [2026/03/10 09:57] – created ms_wuntchgame_mechanics:injury [2026/06/30 16:51] (current) ms_wuntch
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 ====== Injury ====== ====== Injury ======
 +[[:Game Mechanics:Injury#Injury|Injuries]] are the representation of a [[:Character|Character's]] body pushed past its limits and the accompanying side effects. These side effects range from being [[:Game Mechanics:Injury#Injury Table|Winded]] or slightly [[:Game Mechanics:Injury#Injury Table|Concussed]] all the way up to [[:Game Mechanics:Injury#Injury Table|Broken Limbs]] and [[:Game Mechanics:Injury#Injury Table|Flesh Wounds]], as seen in the table below.
  
-You suffer an [[:Game Mechanics:Injury#Injury|Injury]] when your <wrap preview>[[:Ratings:Health]]</wrap> is reduced to 0 and every time you would take <wrap preview>[[:Game Mechanics:Damage:Health Damage]]</wrap> while at 0 <wrap preview>[[:Ratings:Health]]</wrap>. <wrap preview>[[:Game Mechanics:Definitions:Ability|Abilities]]</wrap> such as <wrap preview>[[:Game Mechanics:Definitions:Property:Fortuitous]]</wrap> or <wrap preview>[[:Game Mechanics:Definitions:Property:Dangerous]]</wrap> can result in [[:Game Mechanics:Injury#Injury|Injury]] regardless of current <wrap preview>[[:Ratings:Health]]</wrap>. \\+When prompted to generate an [[:Game Mechanics:Injury#Injury|Injury]] roll a D100. The [[:Game Mechanics:Dice Pool:Result]] is your [[:Game Mechanics:Dice Pool:Total]]. Compare your [[:Game Mechanics:Dice Pool:Total]] to the [[:Game Mechanics:Injury#Injury Table|Injury Table]] below. Once the [[:Game Mechanics:Injury#Injury|Injury]] you would receive is known, apply any [[:Game Mechanics:Upgrading or Downgrading:Upgrade|Upgrades]] or [[:Game Mechanics:Upgrading or Downgrading:Downgrade|Downgrades]] such as those on the [[:Game Mechanics:Injury#Common Injury Upgrades and Downgrades Table]] below. You now may either accept the [[:Game Mechanics:Injury#Injury|Injury]] and its effects or you may use [[:Game Mechanics:Definitions:Ability|Abilities]], such as [[:Basic Abilities:"Not Today!"]], to alter the outcome.\\
 \\ \\
-When a <wrap preview>[[:Character]]</wrap> suffers an [[:Game Mechanics:Injury#Injury|Injury]], they may either accept or resist the [[:Game Mechanics:Injury#Injury|Injury]]+When generating an [[Game Mechanics:Injury#Injury|Injury]] you [[:Game Mechanics:Upgrading or Downgrading:Upgrade]] it for each previous [[Game Mechanics:Injury#Injury|Injury]] you have suffered in the current [[:Game Mechanics:Encounter]]. A further [[:Game Mechanics:Upgrading or Downgrading:Upgrade]] is applied for each [[:Game Mechanics:Definitions:Wound]] you have.\\ 
-  * Should they accept the [[:Game Mechanics:Injury#Injury|Injury]]: The <wrap preview>[[:Character]]</wrap> gains the <wrap preview>[[:Game Mechanics:Conditions:Downed]]</wrap> <wrap preview>[[:Game Mechanics:Conditions|Condition]]</wrap> and removes all instances of <wrap preview>[[:Game Mechanics:Conditions:Burning]]</wrap> and <wrap preview>[[:Game Mechanics:Conditions:Bleeding]]</wrap>Then generate two [[:Game Mechanics:Injury#Injury|Injuries]], choosing either <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap>+\\ 
-  * Should they resist the [[:Game Mechanics:Injury#Injury|Injury]]: The <wrap preview>[[:Character]]</wrap> is able to continue the fight and generates a single [[:Game Mechanics:Injury#Injury|Injury]].  +Should you suffer an [[:Game Mechanics:Injury#Injury|Injury]] you have already received in the current [[:Game Mechanics:Encounter]][[:Game Mechanics:Upgrading or Downgrading#Upgrade]] your [[Game Mechanics:Injury#Injury|Injury]] until you recieve a [[:Game Mechanics:Conditions|Condition]] you have not already suffered this [[:Game Mechanics:Encounter]].\\
- +
-When generating an [[:Game Mechanics:Injury#Injury|Injury]]you roll a D100, adding any relevant <wrap preview>[[:Game Mechanics:Dice Pool:Static Modifier|Static Modifiers]]</wrap>. Once the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> is known compare with the table below. You may either accept the effect that corresponds to your <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> or use <wrap preview>[[:Game_Mechanics:Definitions:Ability|Abilities]]</wrap> such as <wrap preview>[[:Base Actions:"Not Today!"]]</wrap> to alter the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap>.  +
-  +
-In addition, when generating an [[:Game Mechanics:Injury#Injury|Injury]]you gain +10 to the <wrap preview>[[:Game Mechanics:Dice Pool:Total]]</wrap> for each [[:Game Mechanics:Injury#Injury|Injury]] suffered prior in the current [Encounter].\\+
 \\ \\
-Furthermore, should the <wrap preview>[[:Character]]</wrapsuffer an [[:Game Mechanics:Injury#Injury|Injury]] that they are already suffering from, they gain the next [[:Game Mechanics:Injury#Injury|Injury]] higher on the table.+<WRAP center centeralign 600px> 
 +=== Common Injury Upgrades and Downgrades Table === 
 +^  Type & Amount  ^  Cause  ^ 
 +|  **[[:Game Mechanics:Upgrading or Downgrading:Upgrade]] once**  |  For each [[:Game Mechanics:Definitions:Wound]] a [[:Character]] has.  | 
 +|  **[[:Game Mechanics:Upgrading or Downgrading:Upgrade]] once**  |  For each previous [[Game Mechanics:Injury#Injury|Injury]] suffered in an [[:Game Mechanics:Encounter]]. 
 +|  **[[:Game Mechanics:Upgrading or Downgrading:Upgrade]] once, twice or thrice**  |  When an [[Game Mechanics:Injury#Injury|Injury]] is inflicted by an [[:Game Mechanics:Definitions:Ability]] or [[:Items|Item]] with the [[:Traits:Brutal]], [[:Traits:Vicious]] or [[:Traits:Disintegrating]] [[:Traits]]. 
 +|  **[[:Game Mechanics:Upgrading or Downgrading:Downgrade]] once**  |  From the [[:Traits:Sturdy]], [[:Traits:Rugged]] and [[:Traits:Indomitable]] [[:Traits]]. 
 +</WRAP>  
 +**Example**: Jim the Enforcer has just been prompted to generate an [[Game Mechanics:Injury#Injury|Injury]]. Jim has already suffered 1 [[Game Mechanics:Injury#Injury|Injury]] in this [[:Game Mechanics:Encounter]] so will [[:Game Mechanics:Upgrading or Downgrading:Upgrade]] his outcome once. Jim also has a pre-existing [[:Game Mechanics:Definitions:Wound]] so will [[:Game Mechanics:Upgrading or Downgrading:Upgrade]] his outcome an additional time. Jim rolls a [[:Game Mechanics:Dice Pool:Result]] of 44 on his D100. Consulting the [[Game Mechanics:Injury#Injury Table|Injury Table]] a [[:Game Mechanics:Dice Pool:Total]] of 44 would mean Jim suffers the effects of [[:Game Mechanics:Injury#Injury Table|Winded]]. Jim must [[:Game Mechanics:Upgrading or Downgrading:Upgrade]] this outcome twice and would instead suffer the effects of [[:Game Mechanics:Injury#Injury Table|Concussion]] Jim accepts the [[:Game Mechanics:Injury]] gaining the [[:Game Mechanics:Injury#Injury Table|Concussion]] [[:Game Mechanics:Conditions|Condition]] until it is healed.
  
 +**Please Note**: [[Game Mechanics:Injury#Injury|Injuries]] are generally caused by being reduced to 0 [[Ratings:Health]] or some instances of the [[:Game_Mechanics:Definitions:Property:Dangerous]] and [[:Game_Mechanics:Definitions:Property:Fortuitous]] [[:Game_Mechanics:Definitions:Property|Properties]], see their pages for more information.
 ===== Injury Table ===== ===== Injury Table =====
 {{page>[[:Tables:Injury Table]]&noheader&inline}} {{page>[[:Tables:Injury Table]]&noheader&inline}}
 +==== Changelog ====
 +<WRAP changelog center 800px>
 +Version 0.5c - Jun 2026
 +  * Page updated with various links.
 +Version 0.5b - April 2026
 +  * Flat integer Bonus changed to Downgrade.
 +</WRAP>