Injuries
How you gain injuries:
- By suffering damage from a single hit that equals or exceeds your Damage Threshold
- By suffering damage of any amount when you have no Hit Points
- By suffering damage that would reduce your Hit Points to a negative number
- (Satisfying any one of the three results in an injury. Satisfying more than one criteria has no special effect; it still results in one injury)
There are three types of injury: minor, major, and critical. To determine which type you suffer, refer to the following:
- By default, all injuries are minor.
- Any injury caused by a critical hit is upgraded by one step.
- Any injury caused by an attack that exceeds your Damage Threshold, and you have zero or negative Hit Points after suffering the damage, is upgraded by one step.
- Any injury caused by a coup de grace is automatically a critical injury.
To determine the effects of an injury, use the tables below.
Minor Injuries
All minor injuries cause +1 Bleeding Out.
Roll (2d6) | Hit Location | Injury | Result |
---|---|---|---|
2 |
Head |
Temporary blindness |
Blinded until injury is removed |
3 |
Head |
Minor concussion |
-50% movement, any action besides slow movement causes nausea for 1d6 rounds |
4 |
Head |
Facial scar |
No mechanical effect. |
5 |
Neck |
Bleeder |
Double bleeding effect. |
6-8 |
Center of Mass |
Scar |
Just a flesh wound, but it will leave a scar. |
9 |
Upper Leg |
Flesh Wound |
-25% movement penalty. |
10 |
Upper Arm |
Flesh Wound |
4 Str and Dex damage. |
11 |
Lower Leg |
Flesh Wound |
-25% movement penalty. |
12 |
Lower Arm |
Flesh Wound |
4 Str and Dex damage. |
Major Injuries
All major injuries cause +5 Bleeding Out.
Roll (2d6) | Hit Location | Injury | Result |
---|---|---|---|
2 |
Head |
Damaged eye |
Eye is blinded. |
3 |
Head |
Major concussion |
You remain conscious, but you are unable to take actions besides assisted movement. |
4 |
Head |
Severed ear |
Ear is severed. (Can be reattached by a skilled surgeon) |
5 |
Neck |
Bleeder |
Double bleeding effect. |
6 |
Gut |
Gut Wound |
You are wracked (Fort negates each round). Lasts until stabilized. |
7 |
Chest |
Broken Rib |
If you move (beyond 50%) or take violent action, you are wracked for 2d6 rounds. |
8 |
Shoulder |
Shoulder Disabled |
Your shoulder (and the attached arm) is useless until stabilized, and minimally effective until the injury is healed. |
9-10 |
Leg |
Leg Disabled |
Leg is useless. |
11-12 |
Arm |
Arm Disabled |
Arm is useless. |
Critical Injuries
All critical injuries cause +15 Bleeding Out.
Roll (2d6) | Hit Location | Injury | Result |
---|---|---|---|
2 |
Head |
Removed eye |
Eye is removed. |
3 |
Head |
Severe concussion |
You are unconscious. |
4 |
Head |
Facial deformity |
Nose is severed, or other deforming injury. |
5 |
Neck |
Bleeder |
Double bleeding effect. |
6 |
Gut |
Gut Wound |
You are wracked (no save) until injury is healed. You suffer 1 Con damage per round until stabilized. |
7 |
Chest |
Punctured Lung |
You are unable to breathe, and suffer 1 Con damage per round until stabilized. |
8 |
Back |
Spinal Injury |
Your lower half is paralyzed. |
9 |
Hand |
Severed Hand |
Hand is severed. |
10 |
Foot |
Severed Foot |
Foot is severed. |
11 |
Arm |
Severed Arm |
Arm is severed. |
12 |
Left |
Severed Leg |
Leg is severed. |
- Special Rule in Star Wars
- Whenever dealt a critical injury by a lightsaber, there is a 50% chance that a hand is severed, overriding the results above.
Bleeding Out
All injures cause some amount of bleeding, which can be fatal if untreated.
When you are Bleeding, you must check every minute, starting one minute after your first injury was suffered. Subsequent injuries do not reset the clock. If you are stabilized, and later suffer additional injuries, then the clock starts over.
The check you must make each minute:
- Con check, DC 10 + intensity of Bleeding
- Critical Failure: You progress to the Dying state, losing consciousness. You must continue to make checks while Dying. Failing such a check while Dying means you are Dead.
- Failure: You suffer Con damage equal to your Bleeding intensity. You must continue to make checks.
- Success: Nothing happens. You must continue to make checks, if you are still Bleeding.
- Critical Success: You reduce your Bleeding intensity by 1. You must continue to make checks, unless this reduces you to an intensity of 0, in which case you automatically stabilize.
Stabilizing
Stabilizing is a one-minute action, requiring a Heal check of DC 10 + Bleeding intensity, as well as full medical tools (-5 penalty with only a first aid kit, -10 with improvised tools). The effort delays any pending Bleeding checks; on success, the check becomes unnecessary, but on failure, the check proceeds immediately after the Heal attempt ends. It is not possible to infinitely delay Bleeding checks by continually attempting to stabilize.
Healing spells can also stabilize a character more quickly.