Actions

Wounding Factor

From Discovered

A Wounding Factor grants the ability to prevent regeneration from a Healing Factor, persistent damage, or medical treatment. Usually applied to an attack type, each +1WF costs 2R and prevents two points of resilience from being recovered normally at end of session. It also stops consequences from being reduced on the normal recovery schedule. Healing Factors are reduced by the Wounding Factor, so an HF2 against WF1 ends up functioning like HF1. This is particularly deadly when combined with persistent damage: each +1WF increases the persistence threshold by 1.

Example: Wounding Factor

A character has a quick draw stunt with her revolver. The stunt (1R) and the +2 weapon (1R) give her a standard attack of

/roll 4f +3Quick +2Stunt +2Revolver
> +1 +1 -1 +0 +3 +2 +2 = +8 attack

This is not altered by a +2 wounding factor. It doesn't do damage; it prevents healing.

The target rolls a total of +4 to defend himself, taking a total of 4 stress. The player chooses to take this as a 2 point Consequence and a 2 point Stress slot. These 4 points of damage can not be healed by rest and normal treatment because the +2WF prevents up to 4 points of resilience from being recovered.[1] Because of the wounding factor, healing the stress and consequence requires specific in-session actions to remove them. Think Iron Man dealing with palladium poisoning.

Example: Wounding Factor and Persistent Damage

Add +3PD to the weapon above. Keeping the same rolls, the first attack roll is now still +11.

/roll 4f +3Quick +2Stunt +2Revolver +3PD
> +1 +1 -1 +0 +3 +2 +2 +3 = +11 attack

The target rolls a total of +4 to defend himself, taking a devistating 7 stress. (The +2WF does not change this.) He takes it as a 4 point consequence and a 3 point physical stress slot. These can not heal normally, as noted above.

The next turn the target has to deal with the poison again, but this time it is only a +3 attack.

/roll 4f +3PD
> +1 +1 +1 -1 +3 = +5 attack

The defender has a bad roll, and can only buff up his defence to +4. He takes 1 point of physical stress as stress.

The next turn the defender beats the poison attack by 1. He takes no damage but does not clear the poison from his system.

A turn later he defends at +3 (with an advantage from medical treatment from a friend). Again, he takes no damage but has not cleared the poison from his system.

Each combat turn he has to deal with a +3 persistent damage attack, until he rolls +5 or more shifts beyond the +3PD attack.


  1. In this case the target needs +2HF to heal normally and +3HF or more to regenerate on their own.