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Insanity has all the fun. So many things could happen. Unfortunately, the Wounded condition is a little bland. What if there were other ways you could be Wounded?
When you become Wounded, roll 1d8, then consult the following list:
1. Concussion: You cannot perform any single action more than once each round. [Yes, this is an Insanity too.]
2. Hamstrung: You cannot perform the Move action more than once each round. [This is the default Wounded condition.]
3. Tremors: At the beginning of your turn, choose one action: Attack or Trade. You can perform that action only once this round, and you cannot perform the other action.
4. Blinded: At the beginning of your turn, choose one action: Search, Explore, or Interact. You can perform that action only once this round, and you cannot perform the other actions on that list.
5. Fatigued: At the beginning of your turn, choose one action: Push, Steal, Barricade a Door, Set Fire, or Extinguish Fire. You can perform that action only once this round, and you cannot perform the other actions on that list.
6. Flat-footed: During each Investigator phase, you must take your turn last.
7. Hemorrhaging: If the group must make a choice about a monster instruction’s outcome and you are a valid target, then the group must include you in that outcome. For example, if a monster must move toward the nearest investigator, and there are 2 investigators that are both 1 space away, then the monster must move toward the one with Open Wounds.
8. Hypothermia: You must successfully perform the Move or Push action at least once each round. If you cannot, then you must flip one Damage at the end of your turn.
I'm iffy about the penalty of #8 and the wording of #7, but otherwise I like these. If you got any other ideas to add to the list, please post!
- Last edited Tue Oct 18, 2016 4:32 am (Total Number of Edits: 2)
- Posted Tue Oct 18, 2016 4:28 am
I like those.
Could be something like twisted ankle, where you need someone to come help you as their action maybe.