Injuries

Hit Points allow you to suffer otherwise lethal damage as trivial scuffs and bruises. However, when you run out, attacks can do far worse than scar you.

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.

Healing Injuries

No injury will heal without the assistance of a healer.

Patients who receive adequate care, and follow the activity guidelines of their healer, have a chance at naturally healing some injuries.

(Rules TBD)

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