Welcome to the Wounds Incorporated Beta page!
Wounds Incorporated is a post-post-apocalyptic industry-punk TTRPG made by Raymond Gulbrandsen, loosely based on the excellent [Corporation TTRPG by James Norbury](http://www.corpgame.com/)
# The World
Centuries ago, monstrous creatures called Reaverkin emerged and devastated civilization in an event known as The Collapse. Tens of thousands of settlements were abandoned or destroyed - factories, villages, entire nations left to rot and ruin.
Those who survived the initial attacks fled to the most fortified cities, now called Bastions; towering fortress-metropolises ringed by 100-meter tall walls, housing tens of millions in brutal vertical stratification. The wealthy live in gilded towers at Topside, breathing clean air and traveling by airship. The desperate claw out survival in the Undercity below, where sunlight never reaches and industrial runoff flows like rivers. Between them lie The Stacks and The Works, where legions of workers keep the grand machine running
Outside the walls lies The Wilds; millions of square kilometers now claimed by Reaverkin, dotted with pre-collapse ruins, wrecks from The Great War, and the Bastions that didn't make it.
While the elites travel between Bastions in relative safety using airships, regular people board the armored trains moving between Bastion on elevated rails. For the truly desperate, or those wishing to move away from the watchful eyes of the law, several of the Scavenger clans offer transportation.
Nearly all the power in this world belongs to one of two groups; the empires, and the corporations, with the line between them sometimes being blurred. Most bastions are directly or indirectly controlled by one of these two groups, using concepts such as "nation state" or "corporate holdings" to keep the workers in line.
Some empires may call themselves a "republic" or a "union", but that's just propaganda - they are empires nonetheless.
Countless smaller factions - criminal syndicates, religions, nations, city states - fight over the scraps of influence left, juggling alliances to stay relevant without becoming targets.
# What to expect
In this game, you and your crew are freelance operatives - mercenaries, fixers, problem-solvers - taking jobs from anyone willing to pay: corrupt union leaders, corporate executives, criminal syndicates, or desperate nobles.
Expect tactical shootouts in abandoned factories, ambushing convoys in the monster-infested expanse between the bastion-cities, boarding airships from sky islands, infiltrating corporate labs to steal high-tech blueprints, high-speed chases through canyons and back-alleys, and navigating tense social encounters.
The world and the system are brutal and unforgiving, so preparation is important and gear is paramount.
There is an extensive catalog of gear available, all with unique strengths and trade-offs, and possibilities for customization and upgrades.
# How to Play
## Characters
You can find the character sheet itself and a guide to its parts at [[Character Sheet]].
Print it out, skim the guide, and then go to [[Assigning Stats and Skills]].
When this is done you may pick two [[Trainings]].
Your character must meet the requirements of the trainings, but feel free to re-assign stats and skills to meet them.
If you want to see some example characters you can check [[Character archetype examples]].
Lastly you need some [[Gear]].
Players get 2,500 Tael (this world's money) to spend on gear, or more or less depending on the GM.
All characters should at least have the following:
- A ranged weapon, like a [[Self-Loading Pistol]], with ammo
- A melee weapon, like a [[Knife]]
- Basic [[Armor]]
- A [[Personal Quartz Shield]]
- Other gear needed to do your job, like a [[Toolkit]] if you're a mechanic, a [[Lockpick Kit]] if you're into that, [[Medical Supplies]] if you're a medic, and so forth.
Spend your remaining Tael wisely - better gear can mean the difference between walking away and being carried out.
## Rules
### Core Rules
These are the most important parts of the game, and you should be able to run a game with them. Other rules can be looked up as necessary.
- [[Action]]
- [[Stats]]
- [[Skills]] - no need to read each skill, just get an overview
- [[Combat]]
- [[Stress]]
- [[Fortune]]