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:

There are three types of injury: minor, major, and critical. To determine which type you suffer, refer to the following:

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:

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)