The idea behind wound tracks is something that can easily be applied to a variety of situations, which I outlined in Record Gauges. One situation I did not describe was the use of a wound gauge for recording wounds in those genres where less realistic combat is an asset.
A wound gauge is used to record wounds in a continuum, much like hit points (or Constitution, or Health, or Vitality, etc.). Instead of a wound having an individual effect, it merely subtracts from one's overall health. At certain benchmarks, the deterioration is felt in the form of worsening effects. To quote myself:
A [wound] gauge differs from a record track in several ways. First, the relative degree resulting from an opposed action is applied directly to the [wound] gauge, rather than being translated into a single mark to be made somewhere on the track. All marks are made consecutively. If the relative degree is 3, then one would mark three boxes from left to right starting with the first available box. Second, the boxes of the [wound] gauge are arranged according to their levels. Usually, the number of boxes per level will depend on the level of the governing trait [e.g. Stamina, Constitution, etc.], but the GM may set standard numbers. Once all of the boxes of a level are marked, the player begins marking the boxes of the next level. The effect of a certain level starts when the first box of that level is marked. The character endures the effects of that level until the condition is alleviated (and all the marks of that level are erased) or worsened (when the boxes of the next level of severity begin to be marked).
This reflects the style of combat in sources ranging from superhero comic books to kung fu movies to video games like Resident Evil.
There is a standard rule for the number of boxes per wound level, although this may be modified:
The standard number of boxes per level is four (for a governing trait at Fair), with one box added for each positive level in the governing trait, and one box subtracted for each negative trait level. Thus, a character with a Terrible governing trait would have one box per level, whereas a character with a Superb governing trait would have seven boxes per level.
Trait Level | Boxes/Gauge Level |
---|---|
Superb | 7 |
Great | 6 |
Good | 5 |
Fair | 4 |
Mediocre | 3 |
Poor | 2 |
Terrible | 1 |
With that in mind, here are several ways one could use wound gauges. All sample wound gauges show the standard four boxes per level for characters with an attribute of Fair (whatever the governing attribute may be: Damage Capacity, Stamina, Endurance, etc.).
Standard Wound Gauges
The standard method is a wound gauge with trait penalties.
Scratched (no effect): | OOOO |
Hurt (-1 to traits): | OOOO |
Very Hurt (-2 to traits): | OOOO |
Incapacitated (-3 to traits; minimal or no mobility): | OOOO |
Near Death (unconscious; dying): | OOOO+ |
Survival Horror Wound Gauges
This type of wound gauge causes characters to be gradually worn down as their reflexes become slower and their top speed (movement rate) decreases.
Fine (no effect): | OOOO |
Caution (-1 to initiative; 50% speed): | OOOO |
Critical (-2 to initiative; 25% speed): | OOOO |
Warning (-3 to initiative; 10% speed): | OOOO |
Danger (unconscious; dying): | OOOO+ |
Super Wound Gauges
This type of wound gauge, suitable for portraying the antics of superpowered heroes and villains in comics, television shows, and movies, imposes BAMS! and POWS! and even BIFFS!
O.K.! (no effect): | OOOO |
BAM! (stunned 1 round): | OOOO |
POW! (stunned 2 rounds): | OOOO |
BIFF! (stunned 3 rounds): | OOOO |
KAYO! (knockout): | OOOO+ |
For this last wound gauge, it is likely that super folk will have wound boxes in excess of the normal 1-7 range. This may be accomplished by deciding on a multiplier (perhaps purchased as a gift or advantage, or even bestowed by virtue of the character's super status) or the use of an extended trait ladder that includes supernormal trait levels.
[Originally posted in Fudgery.net/fudgerylog on 6 May 2011.]
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