Injuries
When you suffer damage, and you are reduced to "negative" Hit Points, you must immediately "trade in" the negative Hit Points for an injury.
You have three thresholds:
- Minor injury threshold: 25% of max hp
- Major injury threshold: 50% of max hp
- Critical injury threshold: 100% of max hp
When you suffer an injury, its category is determined by these thresholds. For example, if a given attack exceeds your Major threshold, but not your Critical threshold, then it is a Major 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. |
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. 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.