Wounded adds to the initial dying value when knocked to 0 HP, but
does not affect recovery check failures or damage taken while
already dying. Fix simulator logic, diagram labels, and reference
text accordingly.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
<pclass="subtitle">State transitions for player characters —<strong>W</strong> = Wounded value added to every dying increase</p>
<pclass="subtitle">State transitions for player characters —<strong>W</strong> = Wounded value added only when first gaining the Dying condition</p>
<li><strong>Recovery Check</strong> is a flat check (no modifiers) with DC = 10 + current dying value, made at the start of each turn while dying.</li>
<li><strong>Wounded</strong> is added to <em>every</em> dying value increase — being Wounded 2 and failing a recovery check means dying increases by 3 (1+2).</li>
<li><strong>Wounded</strong> is added only when you <em>first gain</em> the dying condition — being Wounded 2 when knocked to 0 HP means you start at Dying 3 (1+2). It does not affect recovery check failures or damage taken while already dying.</li>
<li><strong>Doomed X</strong> reduces your death threshold from 4 to (4−X). Doomed 1 means dying 3 kills you. Decreases by 1 per full night’s rest.</li>
<li><strong>Heroic Recovery:</strong> Spend all Hero Points at the start of your turn or when dying would increase. You lose the dying condition and stabilize at 0 HP. Wounded does <em>not</em> increase from this.</li>
<li><strong>Nonlethal KO:</strong> Reduced to 0 HP by a nonlethal attack causes Unconscious with no dying condition. You wake naturally after 10+ minutes.</li>