Wounded
Effect: −1 die to all physical actions (attacks, athletics, grappling). Pool Penalty, stacks with other Pool Penalties to the −5 cap.
Inflicted By
- Vitality reduced to or below half your maximum (the Wounded Threshold)
Cleared By
- Healing brings Vitality above half maximum
- Long Rest (recovers IRON HP)
- Knit Flesh, Organic Repair, and other psionic healing
- Medical attention (1 hour of care)
Wounded is a Vitality threshold, not a combat status; it begins the moment your HP drops to or below half your maximum and persists until healing lifts you back above the line. The −1 die penalty applies to all physical actions (Pool Penalty), and the source notes that crossing further thresholds (with optional rules) imposes additional −1 die penalties for severely-injured characters.
Wounded is the most common debuff in extended combat. A character with 13 maximum Vitality is Wounded at 6 HP and below, which, with a few solid hits taken, can happen quickly. Healers (Flesh Shapers, Shepherds) earn their place by keeping the party above this line.
The Health States summary for reference:
| State | Threshold | Effect |
|---|---|---|
| Healthy | Above half Vitality | None |
| Wounded | At or below half Vitality | −1 die physical |
| Downed | 0 Vitality | Bleeding Out |
| Dead | Negative Vitality ≥ (IRON + 2) | Gone |