Wound: This subplot causes the damage the character takes over the course of the adventure to become more dramatic in nature. In it's simplest form, the GM should assess generic "aches and pains" penalties - the "Penalties for Damage" given in Infiniverse Update #1,+1/+2/+3 for Wound/Heavy/Mortal, or perhaps something similar to the Healing requirements, +1/+3/+5. (If the GM already uses these penalties in their campaign, they should be doubled for the duration of the subplot.) In addition, the GM may choose to give the Wounded character one additional Setback per Act due to pain. (Note that any penalties due to the wound will disappear with healing, but those associated with the subplot - stiffness, septic conditions, or even phantom pain - will remain in effect for the duration of the subplot. Also, no award should be given for any act in which the character does not suffer a penalty, due to healing or other effects.)
Alternately, the GM may choose to emphasize a single wound, making it more colorful and dibilitating than normal: a sparking Gizmo might leave a hand numb, a Martial Arts takedown might result in a broken leg, and even the old "Sand in the Eyes" Trick might blind the character for the duration. A character might even lose a hand, eye, or limb entirely, though the GM should be wary of this (talk to your player first!), as most characters do not have access to the Technology (or Magic or Miracles) neccessary to replace the limb. On the other, ahem, "hand", the search for proper medical attention can become the springboard for new adventure. In these cases, the character should roleplay the Wound as much as possible, and the GM should assess a Setback level penalty - +3 to +5 - only to those action directly impacted by the injury - fine work for a lost hand, running for a broken leg, PER checks for blindness, and so on.
Note: Due to the Law of Ordeal and the Law of Pain, characters from or in the CyberPapacy or Tharkold receive two possibilities per act for the Wound subplot.

Scar: Any Wound taken during this round will leave a mark. The scar should be consistant with the local reality - in Nile, a mere scratch, usually on cheek or chin, all the way up to Tharkold, with horrible - yet decorative, to a demon - welts being raised all up and down the target's body. (If the target is currently Connected to by the Everlaw of Two, their personal reality should be used as the "local", since a Wound is a very personal thing. A Nile Hero should not be forced to take a Tharkoldu body scar involuntarily.)

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