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Limb health

73 bytes added, 21:46, 18 June 2023
Whether or not an injury is successfully caused depends on the attack's [[damage types|damage type]] and the [[proof ratings]] of the target's clothing and armor (if any are applicable). As a rule of thumb, in order to cause an injury, an attack must deal either '''1+ damage''' (no proof rating), '''5+ damage''' ('''-resistant''' rated) or '''9+ damage''' ('''-PROOF''' rated).
There are two types of injuries: '''fractures''' and '''wounds'''. Wounds have two subtypes: '''light wounds''' and '''deep wounds'''.
== Fractures ==
''"Wound" redirects here.''
'''Wounds''' are a type of injury which that suggest the presence of serious, open wounds which, if left untreated, will result in continuous bleeding.
There exist two types of wounds: '''Light Wounds (LWs)''' and '''Deep Wounds (DWs)'''. Most [[damage types]] cause either LWs or DWs, and some . Some can cause both; the type dealt depends on [[Accuracy#Accuracy table|the type of hit landed]].
There is no limit to the number of Wounds either LWs or DWs a creature can have, and it is not necessary to track which parts of the body have them. Each type of wound has different effects and may require different items (e.g., [[meds]]) to fix.
Wound effects are as follows:
* '''Light Wounds:''' An affected creature loses '''0.3 Blood multiplied by the number of Light Wounds, every turn'''.
* '''Deep Wounds:''' An affected creature loses '''1.2 Blood multiplied by the number of Light Deep Wounds, every turn'''.
For a player character with any active Wounds, bleeding is considered such an important and immediate emergency that GMs are strongly encouraged to continue enforcing turn-based mode '''even if [[combat]] has ended''', until the effect disappears (either from patching all of the Wounds up, or from death; preferably the former!)
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