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Martial Practices inferior to Rituals????
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<blockquote data-quote="Garthanos" data-source="post: 7108963" data-attributes="member: 82504"><p>How Wounds Work </p><p></p><p>Each wound has a progression, with positions 0 to 4; </p><p> </p><p>When a character is wounded, their conditions start at position 1 or 2. If they reach position 0, the wound is cured. If they ever reach the rightmost position 4, the wound has reached its final state and its effects can only be removed by some special means that depends on the wound: Usually the level 4 Martial practices Meatball Surgery or Battlefield psychiatry will do the job, but sometimes their benefits may be limited. Field Psychiatry often temporarily suppresses set in Battle Trauma (psychic damage induced wound) temporarily and takes multiple applications. Immediate application of Meatball Surgery may even replace a lost limb, normally only incurred with a critical hit induced mortal wound ie one resulting in death saves for heroes .... but it must be applied within 10 minutes of the injury, note the alternative achieved by standard heal checks is cauterization (which may result in interesting pirate flavor for a hero). </p><p></p><p>Every wound-specific time increment (extended rest is most common), the player of the wounded character must make an endurance check to recover from the wound; another character may also make a heal check to try to treat the character the affected character uses the highest of their endurance check and any heal checks made on their behalf.</p><p></p><p>Each wound has two DCs. If the check used is greater than or equal to the high DC, the characters condition moves one position to the left on the wound track. If the check used is less than the low DC, the characters condition moves one position to the right on the wound track. If the check used is greater than or equal to the low DC but less than the high DC, the affected characters condition remains in its current state.</p><p> </p><p></p><p>MASH references intentional... but temporary.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7108963, member: 82504"] How Wounds Work Each wound has a progression, with positions 0 to 4; When a character is wounded, their conditions start at position 1 or 2. If they reach position 0, the wound is cured. If they ever reach the rightmost position 4, the wound has reached its final state and its effects can only be removed by some special means that depends on the wound: Usually the level 4 Martial practices Meatball Surgery or Battlefield psychiatry will do the job, but sometimes their benefits may be limited. Field Psychiatry often temporarily suppresses set in Battle Trauma (psychic damage induced wound) temporarily and takes multiple applications. Immediate application of Meatball Surgery may even replace a lost limb, normally only incurred with a critical hit induced mortal wound ie one resulting in death saves for heroes .... but it must be applied within 10 minutes of the injury, note the alternative achieved by standard heal checks is cauterization (which may result in interesting pirate flavor for a hero). Every wound-specific time increment (extended rest is most common), the player of the wounded character must make an endurance check to recover from the wound; another character may also make a heal check to try to treat the character the affected character uses the highest of their endurance check and any heal checks made on their behalf. Each wound has two DCs. If the check used is greater than or equal to the high DC, the characters condition moves one position to the left on the wound track. If the check used is less than the low DC, the characters condition moves one position to the right on the wound track. If the check used is greater than or equal to the low DC but less than the high DC, the affected characters condition remains in its current state. MASH references intentional... but temporary. [/QUOTE]
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