Wounds, Trauma, and Disability (24-System)
Wounds represent lasting physical trauma. Unlike stamina, wounds do not recover quickly and have escalating consequences. Wounds are tracked by body region and progress through defined states.
Wound States
All body regions follow the same basic wound ladder:
OK → Injured → Disabled → Missing
Each additional wound to the same region advances it one step along this ladder.
Body Regions & Wound Tracks
Arms (Left / Right)
Each arm tracks wounds independently.
| Wounds | State | Effect |
|---|---|---|
| 0 | OK | Full use |
| 1 | Injured | Pain, impaired fine control |
| 2 | Disabled | Arm unusable for attacks, blocking, warding, or two-handed actions |
| 3 | Missing | Arm destroyed or severed |
Notes:
- If either arm is Disabled, two-handed weapons cannot be used.
- A second Disabled arm leaves the character effectively unarmed.
Head (Special Case)
The head has unique consequences.
| Wounds | State | Effect |
|---|---|---|
| 0 | OK | No effect |
| 1 | Injured | Stunned, disoriented, fear spike |
| 2 | Sensory Damage | Blindness, deafness, or severe impairment (GM chooses) |
| 3 | Unconscious | Immediate loss of consciousness |
Notes:
- Head wounds are never instantly fatal by default.
- Further head trauma after unconsciousness causes Core damage.
Legs (Shared Track)
Legs use a shared wound pool representing both legs together.
| Wounds | State | Effect |
|---|---|---|
| 0 | OK | Normal movement |
| 1–2 | Injured | Reduced speed, harder dodges |
| 3–4 | Disabled | Cannot run, dodge, or stand unaided |
| 5–6 | Missing | One or both legs destroyed |
Notes:
- Disabled legs reduce the character to crawling or immobility.
- Missing legs usually cause severe bleeding (see Core Wounds).
Core (Torso / Vital Mass)
The core represents vital organs and systemic trauma.
| Core Wounds | Condition |
|---|---|
| 0–2 | Wounded |
| 3–4 | Failing |
| 5 | Dying |
| 6 | Dead |
Notes:
- Core wounds may come from direct hits, spillover, bleeding, or massive trauma.
- Reaching 6 Core wounds results in death.
Armor and Wounds
Armor is worn as a single unit, not by location.
Armor converts wounds to stamina loss when hit.
| Armor Type | Wounds Converted per Hit |
|---|---|
| Light | 1 |
| Medium | 2 |
| Heavy | 3 |
Rules:
- Armor converts wounds before they are applied to a body region.
- Excess wounds beyond the armor’s conversion capacity are suffered as normal wounds.
- Armor does not prevent disabling or missing limbs once its capacity is exceeded.
- Armor may lose integrity or effectiveness based on attack results (Partial Crits, Legendary results, Breaker weapons, etc.).
Medical Care & Recovery
- Injured: Can recover with rest and basic medical attention.
- Disabled: Requires significant treatment, splinting, or surgery.
- Missing: Permanent without extraordinary intervention.
- Core wounds: Require urgent care; failure to stabilize may result in death.
The Guide determines recovery time and consequences based on fiction, resources, and severity.
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