Apr 17, 2020 9:33 pm
In VVytch Hunters, there are two kinds of damage. Stress and Wounds.
Stress------------
Stress is usually taken when you fail a roll and don't want to so you reduce a Stat to get a Bullseye. Stress is represented with fatigue and strain, and rarely minor bruises and scrapes, never claw marks or bullet wounds. As noted in the Hunter character creation section, a character takes stress to make failed rolls into a success.
But beware, Stress is a finite resource. If two or more Stats are ever reduced to 0 during a scene, the Hunter is somehow rendered unable to act for the remainder of the scene. They might be unconscious, or so struck by fear they can do nothing but flee or cower. The Directors and the player should come to some mutually agreeable reason, but the Directors have ultimate control on this.
Wounds--------------
Wounds are taken when a character fails to defend against and antagonist's action and chooses not to take Stress. When this happens, the player should mark the left most wound that has not been used. That number shows the amount of Stress needed to start the healing process noted above.
Taking wounds is risky. Your character starts the game with only 5 Wounds. Should each would be filled and the Hunter be taken out by reducing two Stats to 0, they are dead. Nothing short of a miracle will bring them back.
Healing-------------
Outside of the Power Energy Medicine, healing wounds takes time. A character must rest and be tended to by trained professionals in order to recover.
To heal a wound, a character must take an amount of Stress. The amount needed is equal to the Wound value noted in the Wound. After a day of rest and care with the goal of healing, a character with a Wound may choose to reduce one of their current stats by a number of points equal to the Wound and erase the number form the Wound. (But not the wound itself, never erase would place holders.) For the next 24 hours that character's Stat maximum is reduced by this number and may not be improved by any means. Once that 24 hours is up, the Stat returns to it's normal maximum. Wounds are always healed from the right to the left of the Wound track.
Stress------------
Stress is usually taken when you fail a roll and don't want to so you reduce a Stat to get a Bullseye. Stress is represented with fatigue and strain, and rarely minor bruises and scrapes, never claw marks or bullet wounds. As noted in the Hunter character creation section, a character takes stress to make failed rolls into a success.
But beware, Stress is a finite resource. If two or more Stats are ever reduced to 0 during a scene, the Hunter is somehow rendered unable to act for the remainder of the scene. They might be unconscious, or so struck by fear they can do nothing but flee or cower. The Directors and the player should come to some mutually agreeable reason, but the Directors have ultimate control on this.
Wounds--------------
Wounds are taken when a character fails to defend against and antagonist's action and chooses not to take Stress. When this happens, the player should mark the left most wound that has not been used. That number shows the amount of Stress needed to start the healing process noted above.
Taking wounds is risky. Your character starts the game with only 5 Wounds. Should each would be filled and the Hunter be taken out by reducing two Stats to 0, they are dead. Nothing short of a miracle will bring them back.
Healing-------------
Outside of the Power Energy Medicine, healing wounds takes time. A character must rest and be tended to by trained professionals in order to recover.
To heal a wound, a character must take an amount of Stress. The amount needed is equal to the Wound value noted in the Wound. After a day of rest and care with the goal of healing, a character with a Wound may choose to reduce one of their current stats by a number of points equal to the Wound and erase the number form the Wound. (But not the wound itself, never erase would place holders.) For the next 24 hours that character's Stat maximum is reduced by this number and may not be improved by any means. Once that 24 hours is up, the Stat returns to it's normal maximum. Wounds are always healed from the right to the left of the Wound track.