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Condition — Wounded

Wounded (value): increases Dying value when you drop to 0 HP. Gained each time you recover from Dying. Creates a death spiral. Compounds lethally with Doomed. Removed by full rest.

You've been knocked out and revived — you're more fragile now.

Mechanical Effects:

How Applied:

  • Whenever you regain consciousness from the Dying condition (being healed above 0 HP after Dying)
  • Your Wounded value increases by 1 each time this happens

How Removed:

  • Full night's rest removes Wounded entirely
  • Being treated with Treat Wounds during rest
  • Some restorative magic

Interaction with Doomed: Wounded and Doomed compound lethality:

The Death Spiral: Wounded creates a dangerous spiral: each time you're knocked out and revived, the NEXT knockdown is more dangerous. A character who has gone down twice (Wounded 2) starts at Dying 3 — one more failed Recovery Check or hit while Dying means death.

Tactical Impact: Wounded makes healers think carefully about keeping everyone up. After the first knockdown, the character is much more fragile. Prioritize keeping Wounded characters above 0 HP at all costs.