Help · help wounds

wounds

Same text as in-game help wounds.

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wounds -- injuries on body regions (bruised, wounded, disabled)

Your Lifeforce bar is still what knocks you out at zero. Clinic trips, Echo injury, and death all follow that total. Fights also wear down body regions -- head, neck, torso, arms, hands, legs, feet -- from bruised, to wounded, to disabled when a region is spent.

How you play
  1. score or score combat -- bare score may collapse matching limb lines; score combat lists each region with plain tags. Afflicted shows active combat marks.
  2. look or examine -- uncovered skin can show injuries as RP prose.
  3. aim <region> -- call shots to wear down one area (help aim).
  4. treat <name> [region] -- field bandage out of combat only; a disabled limb only improves to wounded.
  5. sleep / rest / heal -- recovering Lifeforce also knits regional wear (Angel/God heal can mend limbs even at full HP).
  6. hospital -- fastest full restore for every region.

Two layers (do not mix them up)
  - Fine targets (jaw, solar plexus, forearm, …) -- prose WHERE + short combat marks (winded, blinded, hampered, …). Fade in about two rounds. Help aim lists them.
  - Regions (head, torso, arms, …) -- lasting structural pools on score. Persist across fights until treat / rest / clinic.

Infection (neglected wounds)
  Wounded or disabled regions need treat or clinic care within about half a game-day. After that, neglected limbs slowly risk infection (more likely on disabled limbs than on wounded ones). Score and score combat show infected on the Injuries line; GM status <name> limbs lists it too. Infection slows regional knitting and makes wilderness foot travel a little harder -- it does not knock you out on its own. Field treat <name> [region] clears infection on the bandaged limb; a hospital stay clears it on the whole body. Rest and heal can slowly clear infection while knitting structure.

A disabled limb does not end the fight by itself -- you can still act with Lifeforce left. Disabled legs or feet block jog and run until you treat or reach clinic; compass steps still work but cost more stamina in the wild and may remind you that you are limping. A disabled head blocks jog/run and can leave you dizzy on each step. Combat still cuts evasion (legs), accuracy (head), and damage (torso) while fighting. A disabled neck makes stake / decapitate finishers a little easier to land (help stake). Hits on an already-disabled arm or leg do not cut it off mid-fight; only a deliberate decap finish removes a head.

Spar with an opted-in Echo can leave real regional injuries after the bout. Live player spar and the training dummy still heal fully when spar ends (help sparring).

Vampires, Angels, and some Origins knit regional wear faster while resting; clinic and treat still clear disabled limbs fastest.

Tough bodies wear slower: high VIT, Scar/Grit, Tier, and Origin (Gods and Celestials above Humans; Monster paths above ordinary mortals) all slow how fast landed hits bruise regions -- separate from your Lifeforce bar size. A mortal body carrying an Angel, Demon, or God Mantle also wears slower while inhabited (same bonus band as the extra Lifeforce on score).