Wounds

**Wounds** represent devestating injuries caused by more damaging attacks, and not just simple cuts and bruises. If a character ever takes damage from a single attack **in excess of their** **Wound Threshold (WT)** then they take a wound. Record the amount of damage and hit location, then follow these steps:

**First**, the character must make a special Endurance test known as a **Shock Test**, which represents how well the character fares against the initial effects.

* If the wound is to the **body**, the character **loses 1 action point**. If they have none remaining, they begin their next turn with one less. If they fail the shock test then they also suffer the **crippled body condition**.
* If the wound is to a **limb** then the character suffers the **crippled limb condition** (blows to the head instead stun for 1 round). If they fail the shock test then they also suffer the **lost limb condition** (lost ear or lost eye for the head).

**Second**, if the wound was caused by magic damage, the following applies:

* If the wound is from **fire damage**, the character also must pass an Agility test or gain the Burning (1) condition.
* If the wound is from **frost damage**, the character also much pass an Endurance test or gain the Dazed condition.
* If the wound is from **poison damage**, the character loses 1 Stamina point.
* If the wound is from **shock or simply magic damage**, the character also loses Magicka points equal to the damage inflicted.

**After the shock test** has been resolved, the character suffers a **-20 to all tests until the wound is fully healed**. The character has until the end of combat before they drop to 0 HP through blood loss. These effects can be removed by first aid (a Survival or Profession [Medicine] skill test must be performed, which takes 1 AP and requires a healer’s kit or other supplies), or delayed with magical healing.

### Healing Wounds

In order for a character to begin to heal wounds, those wounds must be treated first. If a wound is not treated within a number of days equal to the character’s Endurance bonus, the character becomes **Maimed**: **any body parts crippled by the wound become crippled permanently and count as being lost.**

Characters cannot regenerate HP naturally while they have untreated wounds. In addition to restoring HP, magical healing done while the character is wounded temporarily removes the passive effects and forestalls unconsciousness for a number of rounds equal to the amount healed. **If a character ever heals to full HP while they have an untreated wound, they become maimed as the wound has healed improperly.**

**A wound can be treated by a successful Profession [Medicine] test, which takes approximately an hour.** Once a character’s wound(s) have been treated, they can begin to heal naturally again. Treating a wound related to the Crippled Condition can only be done once per long rest. If this test results in a dramatic failure, the limb immediately becomes Maimed.

Once a wound has been treated it can be properly healed. After treatment if a character regenerates HP (by magical or natural means) equal to or in excess of the damage that caused the wound, then the wound and all of its effects are removed. The one exception is that characters cannot heal lost limbs in this fashion.