Wound

"This one has suffered in my service. [Wounded Followers don't count as Followers, and can't be used as agents or assistants. They may die in the Season of Sickness. Use Talk to treat them.]"

s are an Aspect representative of your followers' Mortality. Each failure of cult business (except for business) or exploration may cause your follower to become Wounded. Wounded followers cannot perform cult business or go exploring, and may only be cured by Talking with them and using. Followers that are not cured by the time the Season of Sickness rolls around may die. Cured Wounds turn into Scars.

Spirits are not mortal and cannot be wounded; if they encounter difficulties they are simply banished.

Scars

 * For Scars as tools, see Scar and Lock-Scar.

Scars are Aspects on Mortals. There are three types - Scar: Brutal Experience, Scar: Half-Healed Fistula , or Scar: Old Wound.

Healing a Follower's Wound will give them a random Scar. Rivals can also be Scarred when hit by Snares. Three Scars of the same type will kill a Mortal. After death, the Scars remain on the corpse.

Scar: Brutal Experience

 * The wound is healed. The scar remains. But each scar, as the scholar Shulga once observed, is a lesson. ~ The Lesson of Experience


 * FAUSTUS: I think Hell's a fable. MEPHISTOPHILIS: Ay, think so still, till experience change thy mind. ~ Scar: Brutal Experience


 * This one showed courage and endurance. In the end, that wasn't enough. [Your Rival / Follower acquired three Edge-Scars, and died.] ~ Death: A Defeat

Each Scar: Brutal Experience adds 2. Your Rival has a 30% chance of obtaining this Scar rather than any other when hit by a Snare.

Old Pain

 * Brutal experience has left a savage tang in the flesh.

The Ghoul can Study a corpse with a Scar: Brutal Experience (and no other Scars) with Formula: Elixir Zeboim to reduce Graveyard Mouth and generate Dread, A Thrilling Air, and Something Menacing.

Scar: Half-Healed Fistula

 * The wound is healed – as much as it will ever be. A gate of pain and possibility remains. ~ Pain's Gate


 * Not all doors are wounds; but all wounds are doors. ~ Scar: Half-Healed Fistula


 * To operate effectively, one must keep one's insides inside, and discourage what is outside from coming inside. When sufficient of ones insides pass outside, one is no longer a going concern. [Your Rival / follower acquired three Knock-Scars and died.] ~ Death: An Opening

Each Scar: Half-Healed Fistula adds 2. Your Rival has a 50% chance of obtaining this Scar rather than any other when hit by a Snare.

Old Pain

 * Too many doors have opened in this flesh, and the taste is a labyrinth of horrors.

The Ghoul can Study a corpse with a Scar: Half-Healed Fistula (and no other Scars) with Formula: Elixir Zeboim to reduce Graveyard Mouth and generate Dread, Subtle Flaw, and Something Menacing.

Scar: Old Wound

 * The wound is healed, but this one came very close to death. Silence has touched them, like snow. ~ The Beginning of An Ending


 * Step closer to the sunset, and see the first stars of night. ~ Scar: Old Wound


 * Snow falls softly. Sunset is a stain of light. [Your Rival acquired three Winter-Scars, and died.] ~ Death: An Ending


 * The year turns Westward, towards Winter. This one has chosen to close their eyes. [Your follower acquired three Winter-Scars, and died.] ~ Death: An Ending

Each Scar: Old Wound adds 2. Your Rival has a 20% chance of acquiring this Scar rather than any other when hit by a Snare.

Old Pain

 * Chilly misery has left a frostiness in this flesh, and my heart is chilled thereby.

The Ghoul can Study a corpse with a Scar: Old Wound (and no other Scars) with Formula: Elixir Zeboim to reduce Graveyard Mouth and generate Dread, A Chilly Atmosphere, and Something Menacing.

The Exile
See My Wound, Pursuer's Wound, or Foe's Wound.