A Wound Card provides a player with injuries to roleplay with and accumulate throughout an event and can be found as the blue slip that is inside each of your Omni Deck Cards.

When do I draw a Wound Card?

In each scene, combat or standard, that a character enters their Death Count and are then recovered to 1 Hit they are required to draw a Wound Card and examine a Wound Variant Result. The Wound Variant should be concordant with the damage that they have taken. They should then follow the roleplaying guidance and comply with the mechanical changes to their character indicated.  A character should draw once for each Variant that caused their Death Count unless they consider that the damage they have taken may warrant a second or even third pull.

How a Wound Card Works

A Wound card is broken down into Two Wound Variants, one on each side of the Card, which indicates the way in which a player was injured.
When referring to a Wound Card the player should read the Wound Variant which best describes the reason that they drew the card as follows.

Physical – Indicating that the wounds that necessitated the drawing of a Wound Card were predominantly from a physical source.
Mystical– Indicating that the wounds that necessitated the drawing of a Wound Card were predominantly from a Magical source.

Each Variant is rated in a severity rated between 0 and 6 with 6 being the most severe and 0 the least.

These Severities are labelled with descriptors as follows:

0 – Superficial – A light wound with negligible effect on the game

1 – Minor Wound – A wound that will cause some discomfort but dissipate over one or two scenes.

2 – External – Damage to the external regions that could be terrible but are relatively easy to deal with through Chirurgery and other forms of healing.

3 – Internal – Damage to the internal workings of the body that could be terrible and are harder to deal with than internal wounds through Chirurgery and other forms of healing.

4 – Chronic – These Wounds will be healed but will return over time until they have been seen to by a Chirurgeon or similar in the proper facilities. This is usually assumed to have happened post event and you will be told if this is not the case.

5 – Grievous – These Wounds are terrible and will need to be healed swiftly or they will have a major impact on that Character for the event.

6 – Mortal – These injuries are such that their impact on your character will be dramatic over the day and could lead them to a swifter death.

A Wound is either an Injury or a Trauma, which is covered in detail later, with the basic difference between the two being that Injuries can be healed with a time investment and Traumas requiring a skill check to heal.

Each Wound contains a descriptor and symbol which indicates your roleplaying guidelines.

Each Wound contains the mechanical effect and what that means for your character should the wound go untreated.

Each Wound will contain a number from 0-6, clearly marked which indicates the Severity of the Wound for the purposes of Armouring.

Each Wound will contain an area indicating how long the Chirurgeon has until the Wound becomes “Unhealed”.

Each Variant contains a Conditions section which indicates if anything unusual is happening to you.

The Anatomy of a Wound Card


Injuries fall into 5 categories, each one with distinctive visual aid (to be developed, as follows:
Broken , Severed, Crushed, Bleeding and Anguish

Injuries can be healed with the Student/Doctor of Chirurgery skills.

The base time for an Injury to be healed is indicated in the “Time to Heal Wound” area.


A Trauma is unique and follows a heavy narrative and roleplaying description.

A Trauma requires a skill check for Chirurgeon to heal and must be healed within the time in the “Time to Heal Wound” area.

Mechanical Effects of Wound

A Wound card will inflict a penalty of either -1 to a skill or a -10 Seconds penalty to either Death or Incap counts respectively.

A deck will have a maximum of three affected stats in it at any time for example: Tactical Points, Incap Count and Lore Checks.

The effects are in play until this wound is healed and stack with each other.

Unhealed Wounds and their Parameters

An Unhealed Wound is a Wound that has not been treated and remains active on a player.

These are added to your Register and reduce your health bar by one step.

A wound gains Unhealed Status when under three parameters; the first two are standard rules that applies to all Wound Cards:
If the Wound has not been healed within any printed timeframe
If an attempt to heal a wound has been made and failed with all success parameters exhausted by a Chirurgeon before any other Chirurgeons make the next attempt.

The last parameter is outlined in the Unhealed Parameters box and beings: “This wound becomes immediately unhealed if:” With examples being:
This patient is moved.
Another party does not apply pressure to this wound within 30 seconds and until healing begins.
Magic is used to heal this wound
Character loses a Hit to any source

The mechanical effect of any Unhealed Wound becomes permanent until healed and stacks with any other effect of that type (i.e. Tactical Points loss)


On any event there is the chance for a wound to carry a condition that is derived from the source of that wound.

For example:
The Serpent Folk of the Ancestral Wasters have the condition Venom
The Order of Zalphinia have the condition Daemonic
A Cursed Blade of the Mora Mari has the condition cursed.

At the start of any event in which a condition may be found each players character pack will contain sealed envelopes, suitable in size for a deck sleeve, which contains the effect of each condition found on the event. These should be stored with the players Omni Deck.

The envelopes will also detail, where applicable, how to identify a scene in which the condition can be encountered:
Venom – Scene in which crew weapons have Green Ribbons on their weapons.

There will also be other Condition Aids such as environmental signs and ref guidance.

When a Wound Cards is drawn with a Condition on it AND the parameters for that condition in effect when they were drawn (green ribbons on swords) then they should open that envelope and refer to the effect alongside the effect of the Wound Card.

Whilst a condition is in play the wound card is considered to be unhealed under the standard parameters of that card.


When an Armour condition is drawn your armour takes damage as indicated alongside the wound that you have suffered.

Damage comes in one of the following forms with all information included on the card:
Banged up – Armour loses the Draw Two ability
Huge Rents – Armour loses the Draw Two Ability and the Health Bar ability
Destroyed – Armour loses all abilities

Armour can be repaired by a smith at the difficulty that is included on the card

What a Deck Consists of

An Omni deck contains 20 standard cards and 2 Critical Cards which begin as Critical Failures, with each of these cards comes a Wound Card which is removed from the sleeved card when it is pulled. The construction of a deck is as follows

Critical Failure One: Mortal
Critical Failure Two: Grievous upgradeable to a Superficial Wound when a Critical Success is purchased.
Chronic 4 
Internal 4
External 5
Light Wound 5
Superficial 2