Injuries can be inflicted in several ways, with a variety of effects and durations. The most common way that a character will suffer an injury is by dropping below zero HP. However their are instances (through role playing events and even certain class skills or abilities) where Injuries can be inflicted without the HP requirement.
Degree of Injuries
When injuries are inflicted as a function of dropping below 0 HP, the degree of the injury is determined based on the character’s Stamina at the time of the injury. Fatal Injury or Death always occurs if dropping 2x the targets current stamina below zero.
Degree of Injuries | |||||
Current Stamina | Superficial Injuries | Minor Injuries | Serious Injuries | Critical Injuries | Fatal Injuries |
1 | skip | skip | skip | -1 | -2 |
2 | skip | -1 | -2 | -3 | -4 |
3 | -1 | -2 | -3 to -4 | -5 | -6 |
4 | -1 to -2 | -3 | -4 to -6 | -7 | -8 |
5 | -1 to -2 | -3 to -4 | -5 to -7 | -8 to -9 | -10 |
6 | -1 to -2 | -3 to -5 | -6 to -8 | -9 to -11 | -12 |
7 | -1 to -3 | -4 to -6 | -7 to -10 | -11 to -13 | -14 |
8 | -1 to -3 | -4 to -6 | -7 to -11 | -12 to -15 | -16 |
9 | -1 to -4 | -5 to -7 | -8 to -13 | -14 to -17 | -18 |
10 | -1 to -4 | -5 to -8 | -9 to -15 | -16 to -19 | -20 |
11 | -1 to -4 | -5 to -9 | -10 to -16 | -17 to -21 | -22 |
12 | -1 to -5 | -6 to -10 | -11 to -18 | -19 to -23 | -24 |
13 | -1 to -5 | -6 to -10 | -11 to -20 | -21 to -25 | -26 |
14 | -1 to -6 | -7 to -11 | -12 to -22 | -23 to -27 | -28 |
15 | -1 to -6 | -7 to -12 | -13 to -23 | -24 to -29 | -30 |
16 | -1 to -6 | -7 to -13 | -14 to -24 | -25 to -31 | -32 |
17 | -1 to -7 | -8 to -14 | -15 to -26 | -27 to -33 | -34 |
18 | -1 to -7 | -8 to -14 | -15 to -28 | -29 to -35 | -36 |
19 | -1 to -8 | 9 to-15 | -16 to -30 | -31 to -37 | -38 |
20 | -1 to -8 | 9 to-16 | -17 to -31 | -32 to -39 | -40 |
Effects of Injuries
Injuries can have immediate effects or may be delayed until after a combat has resolved. Depending on the severity of the injury it may have lasting and/or permanent effects.
Degree of Injury | Effect | Duration of Injury | % Chance to Become Permanent |
Unconscious |
|
n/a | none |
Superficial Injuries |
|
n/a | none |
Minor Injuries |
|
remainder of the play session | 5% |
Serious Injuries |
|
remainder of the play session plus 2 more play sessions OR 1 month of real time | 25% |
Critical Injuries |
|
remainder of the play session plus 4more play sessions OR 2 months or real time | 50% |
Fatal Injuries |
|
n/a | 75% |
If a character receives the same injury or a similar injury while already injured the % chance for it to become permanent is doubled each time
Example: A character has a broken arm, a non-permanent injury with a set duration until it is fully healed. However if that character breaks the same arm again while still recovering from the first break, the chance for it to become a permanent injury doubles. If the first break has healed completely, and then the arm is broken again, the chance to become permanent is NOT doubled
Area of Injury Random Roll Table
If the area of injury is not clear based on the attack that caused the injury you can use a random 1d20 roll to decide where on the body the injury occurred.
Area of Injury | Random Roll (1d20) |
Left Leg | 1 |
Right Leg | 2 |
Chest or Torso | 3-5 |
Shoulders | 6-7 |
Left Foot | 8 |
Right Foot | 9 |
Main Hand | 10 |
Off Hand | 11 |
Main Arm | 12 |
Off Arm | 13 |
Back or Spine | 14-15 |
Head | 16-17 |
Neck or Throat | 18 |
Face | 19 |
Groin | 20 |
Types of Injuries
The injury list is a general guideline to assist GMs in establishing what sort of injuries apply in particular cases, it is not meant to be an exhaustive list. GMs are encouraged to be creative with Injuries. Also consider the Psychological Effects that can sometimes be caused by Injuries.
Injury effects vary depending on what caused the injury. GM discretion is required to determine the main cause of the injury. Some common types of injuries to consider are:
- piercing or cutting injuries
- impact or crushing injuries
- explosive or shattering injuries
- burning or freezing injuries
- mental or nerve injuries
- natural or biological injuries
- arcane or spirit injuries
- divine or demonic injuries
Generally speaking, a GM should determine the category of injury based on the attack or damage that caused the character to suffer an injury. In some cases however it may be more fitting to assign the injury category based on the majority of damage inflicted upon that character throughout the encounter.
Example: if a character was set upon by a group of bandits all using knives and swords to reduce the a Stamina 10 character from max HP to -4 (superficial injury range), and then someone threw a rock at the unconscious character dropping them down to -8 HP (minor injury range), it stands to reason that the injury category should be piercing or cutting, not impact or crushing.
In some cases injuries can be caused by a combination of these categories (i.e. being run through by a flaming sword). In such cases, it may be simplest to use the primary source of the injury (i.e. the flaming sword is primarily piercing the character), but a GM could decide to merge effects from multiple lists (i.e. the flaming sword could use 50% of the effect from piercing injuries and 50% of the effect from burning injuries).
Piercing or Cutting Injuries
Most commonly inflicted by knives, swords, axes, claws or bites. Injuries are characterized by lacerations, puncture wounds or other types of open, and usually bloody, injuries. Critical Injuries usually involve bleeding our due to severed arteries or simply excessive bleeding. Typically considered to be caused by physical damage only, however some exceptions could apply (i.e. a spirit power that strikes with a sharp object, such as Ice Spike)
Area of Injury | Minor | Serious | Critical | Possible Permanent Injury Ideas |
Leg (effects are per leg) | -1 Move | -1/4 of total move speed | -1/2 of total move speed | Old war wound or missing leg |
Chest or Torso | -1 Stamina | -3 Stamina | -6 Stamina | Old war wound, damaged lung |
Shoulders | 1/2 Carrying Capacity | Cannot Carry a Backpack | Cannot Carry any extra Weapons or Equipment (incl on belts) | Old war wound |
Feet (effects are per foot) | -1 Dodge or Agility | -3 split b/w Dodge & Agility | -5 split b/w Dodge & Agility, -1 move | Missing toes or foot |
Hands (effects are per hand) | -5 hit w/ weapon | -20 hit w/ weapon | Cannot use a weapon in that hand | Missing fingers or Hand |
Arms (effects are per arm) | -1 damage w/ weapon | 1/2 damage w/ weapon | Cannot use a weapon with that arm | Missing part or all of arm |
Back or Spine | -1 Agility | -3 Agility | -6 Agility | Old war wound |
Head | -1 Charm | -2 Charm | -3 Split b/w Charm & Perception | Missing ears or missing pieces of scalp |
Neck or Throat | -1 Stamina | -3 Stamina | -6 Stamina | Old war wound, damaged wind pipe |
Face or Facial Features | -1 Charm | -3 split b/w Charm & Sight | -6 split b/w Charm & Sight | Facial scars or missing eyes |
Groin | -1 Initiative | -3 Initiative | -6 Initiative and Cannot Ride Mounts | Missing some or all parts of genitals |
Impact or Crushing Injuries
Most commonly inflicted by unarmed attacks, maces, hammers, blunt trauma, fall damage, or being hit by some thing fast and/or hard hitting. Injuries are characterized by severe bruising or tissue damage, fractured or broken bones. Critical Injuries usually involve internal bleeding or rupturing of vital organs, though in some cases splintered pieces of bone have been known to cut arteries. Typically considered to be caused by physical damage, however some exceptions could apply, particularity as it pertains to many Earth, Air, and Telekinetic powers.
Injury Type | Minor | Serious | Critical | Possible Permanent Injuries |
Leg (effects are per leg) | -1 Move | -1/4 of total move speed | -1/2 of total move speed | Shattered leg bones/joints |
Chest or Torso | -1 Stamina | -3 Stamina | -6 Stamina | Old war wound, shattered ribs |
Shoulders | -1 Strength | -3 Strength | -6 Strength | Shattered collar bone, mangled should joint |
Feet (effects are per foot) | -1 Dodge or Agility | -3 split b/w Dodge & Agility | -5 split b/w Dodge & Agility, -1 move | Mangled toes or foot |
Hands (effects are per hand) | -3 hit w/ weapon & if ever successfully blocked/parried immediately drop weapon | -12 hit w/ weapon & if ever blocked/parried, even if it doesn’t succeed, immediately drop weapon | Cannot use a weapon in that hand | Mangled fingers or hand |
Arms (effects are per arm) | 1/2 damage w/ weapon | minimum damage w/ weapon | Cannot use a weapon with that arm | Shattered arm bones/joints |
Back or Spine | -2 split b/w Stamina, Dodge, or Agility | -5 split b/w Stamina, Dodge, or Agility | cannot move from the waist down | Broken back (paraplegic) |
Head | -2 split b/w Perception, Wisdom or Intellect | -5 split b/w Perception, Wisdom or Intellect | -10 split b/w Perception, Wisdom or Intellect | Brain damage or hearing loss |
Neck or Throat | -2 split b/w Stamina, Dodge, or Agility | -5 split b/w Stamina, Dodge, or Agility | cannot move from the neck down | Broken neck (quadriplegic), damaged wind pipe |
Face or Facial Features | -1 Charm | -2 split b/w Charm & Sight | -6 split b/w Charm & Sight | Broken nose/jaw/teeth, facial scars |
Groin | -1 Initiative | -3 Initiative & cannot ride mounts | -6 initiative & cannot ride mounts | Damaged genitals or damaged hips |
Explosive or Shattering Injuries
Most commonly inflicted by explosive devices or spirit/faith powers with explosive effects. Injuries are characterized by a mixture of smaller shrapnel induced lacerations and tissue and/or bone damage. Critical Injuries usually involve rupturing of vital organs and/or loss of limbs. Explosive injuries tend to be quite gruesome. They can be considered physical damage, but are also just as likely to be caused by a particular type of spirit or faith power.
Injury Type | Minor | Serious | Critical | Possible Permanent Injuries |
Leg (effects are per leg) | -1 Move | -1/4 of total move speed | -1/2 of total move speed | Missing Leg |
Chest or Torso | -10% max HP | -25% max HP | -50% max HP | Embedded Shrapnel |
Shoulders | -1 Strength | -2 Strength & 1/2 carrying capacity | -5 Strength & cannot carry a back pack | Embedded Shrapnel and/or shattered collar bones/shoulder blade |
Feet (effects are per foot) | -2 split b/w Dodge & Agility | -5 split b/w Dodge & Agility | -6 split b/w Dodge & Agility and -1 move | Mangled toes or foot |
Hands (effects are per hand) | Can only use small or medium weapons | Can only use small weapons | Cannot use a weapon in that hand | Mangled fingers or hand |
Arms (effects are per arm) | Can only use small or medium weapons | Can only use small weapons | Cannot use a weapon with that arm | Shattered arm bones/joints |
Back or Spine | -2 split b/w Stamina, Dodge, or Agility | -5 split b/w Stamina, Dodge, or Agility | cannot move from the waist down | Damaged spinal cord |
Head | -1 Wisdom or Intellect and -25% Perception | -3 split b/w Wisdom or Intellect and Perception cut in half | -6 split b/w Wisdom or Intellect and Perception reduced to 1 | Deafness from explosive shock wave |
Neck or Throat | -1 Charm or Stamina and can only whisper | -3 split b/w Charm or Stamina and can only speak in grunts | -6 split b/w Charm or Stamina and cannot speak or make noise at all | Muteness from shrapnel in the neck/throat |
Face or Facial Features | -1 Charm and -1/4 Sight | -3 charm & Sight cut in half | -6 charm & Sight reduced to zero | Blindness from ruptured eyeballs |
Groin | -1 Initiative | -3 Initiative & cannot ride mounts | -6 initiative & cannot ride mounts | Missing parts of genitals or damaged hips |
Burning or Freezing Injuries
Most commonly inflicted by fire, lightning, acid or excessively low temperatures. Injuries are characterized by surficial tissue damage, with a high degree of pain in many cases. Critical Injuries usually involve deeper or more extensive tissue damage, which generate significant scar tissue and disfigurement, and even in some case dismemberment. The source of the damage can be natural (i.e. open flame, being struck by lightning, certain plant or insect secretions, or frostbite) or spirit based (i.e. most Fire, Ice, Storm powers, as well as some Light/Solar & Wild/Nature powers).
Injury Type | Minor | Serious | Critical | Possible Permanent Injuries |
Leg (effects are per leg) | -1 Move | -1/4 of total move speed | -1/2 of total move speed | Amputated leg |
Chest or Torso | -2 Elemental Resist | -6 Elemental Resist | -12 Elemental Resist | Scar tissue from severe burns |
Shoulders | -1 Stamina, Agility or Dodge | -3 split b/w Stamina, Agility or Dodge | -6 split b/w Stamina, Agility or Dodge | Scar tissue from severe burns |
Feet (effects are per foot) | -1 split b/w Dodge & Agility | -3 split b/w Dodge & Agility | -5 split b/w Dodge & Agility -1 move | Amputated toes or foot |
Hands (effects are per hand) | +5% crit miss chance (even if immune) | +15% crit miss chance (even if immune) | Cannot use a weapon in that hand | Amputated fingers or hand |
Arms (effects are per arm) | -1 damage w/ weapon | 1/2 damage w/ weapon | Cannot use a weapon with that arm | Amputated arm |
Back or Spine | -2 split b/w Stamina, Dodge, or Agility | -5 split b/w Stamina, Dodge, or Agility | -8 split b/w Stamina, Dodge, or Agility | Scar tissue from severe burns |
Head | -2 split b/w Charm or Perception | -5 split b/w Charm or Perception | -8 split b/w Charm or Perception | Scar tissue from severe burns, missing ears |
Neck or Throat | -1 Charm or Stamina and can only whisper | -3 split b/w Charm or Stamina and can only speak in grunts | -6 split b/w Charm or Stamina and cannot speak or make noise at all | Vocal cords burned |
Face or Facial Features | -2 split b/w Charm or Sight | -5 split b/w Charm or Sight | -8 split b/w Charm or Sight | Scare tissue, scorched eyeballs |
Groin | -1 Initiative | -3 Initiative & cannot ride mounts | -6 initiative & cannot ride mounts | Scar tissue from severe burns |
Mental or Nerve Injuries
Most commonly inflicted by psychological attacks (such as fear) or psionic powers, or can sometimes be the result of an intense psychological break. Injuries effect mental processes as well as the nervous system. The damage can be from a variety of sources, and does not specifically have to be psionic in nature. Mental or Nerve based Injuries often have heavy Psychological Effects.
Natural or Biological Injuries
Most commonly inflicted by poison, disease, illness, most Primal faith powers and some Nature/Wild spirit powers. Injuries are characterized by sores or lesions, tissue discoloration, and weakening or interruption of natural biological functions. Critical injuries are often not apparent as they infect the body internally, making them extremely dangerous as the extent of the injury is not known.
Injury Type | Minor | Serious | Critical | Possible Permanent Injuries |
Leg (effects are per leg) | -1 Move, -2 Stealth, -1 to Focus Dice for Kicks | -1/4 of total move speed, -6 Stealth, -2 to Focus Dice for Kicks | -1/2 of total move speed, -12 Stealth, -4 to Focus Dice for Kicks | Gout |
Chest or Torso | -2 Natural Resist | -6 Natural Resist | -12 Natural Resist | Deteriorated organs, weak stomach |
Shoulders | take 1 dam every time hit/armor saving vs physical damage | take 1d4 dam every time hit/armor saving vs physical damage | take 2d4 dam every time hit/armor saving vs physical damage | Frailty, Weakness in the bones |
Feet (effects are per foot) | -1 split b/w Dodge & Agility, -2 Stealth, -1 to Focus Dice for Kicks | -3 split b/w Dodge & Agility, -6 Stealth, -2 to Focus Dice for Kicks | -5 split b/w Dodge & Agility -1 move, -12 Stealth, -4 to Focus Dice for Kicks | Gout, arthritis |
Hands (effects are per hand) | -3 hit w/ weapon & if ever successfully blocked/parried immediately drop weapon, -1 to Focus Dice for Fists | -12 hit w/ weapon & if ever blocked/parried, even if it doesn’t succeed, immediately drop weapon; -2 to Focus Dice for Fists | Cannot use a weapon in that hand, -4 to Focus Dice for Fists | Boils, arthritis |
Arms (effects are per arm) | if weapon is parried, blocked, or armor saved 25% chance that you drop your weapon (treat as disarm) | if weapon is parried, blocked, or armor saved 50% chance that you drop your weapon (treat as disarm) | if weapon is parried, blocked, or armor saved 100% chance that you drop your weapon (treat as disarm) | Frailty, Weakness in the bones |
Back or Spine | -1 Strength, Vigor and Fury abilities cost 1 extra | -3 Strength, Vigor and Fury abilities cost 2 extra | -6 Strength, Vigor and Fury abilities cost 2 extra | Frailty, Weakness in the bones |
Head | -1 Wisdom or Intellect, +2% Critical miss w/ spirit/faith powers (even if immune) | -3 split b/w Wisdom or Intellect, +6% Critical miss w/ spirit/faith powers (even if immune) | -6 split b/w Wisdom or Intellect+11% Critical miss w/ spirit/faith powers (even if immune) | Brain damage |
Neck or Throat | -1 Stamina and can only whisper | -3 Stamina and can only speak in grunts | -6 Stamina and cannot speak or make noise at all | Sores inside throat |
Face or Facial Features | -2 Charm | -5 Charm | -8 Charm | Boils, weeping sores |
Groin | -2 Initiative | -5 Initiative | -8 Initiative | STDs |
Arcane or Spirit Injuries
Arcane injuries are typically categorized as those caused by arcane spirit powers that do not have any a specific effect that can be categorized elsewhere (i.e. those that can’t be identified as falling into any of the previous categories such as burning or explosive effects). This refers to most Common/Mana and Dark/Shadow powers, as well as some Light/Sun and High/Celestial powers. Injuries are characterized by distorted or malformed tissue and in some cases extreme desiccation or crystallization of flesh.
Injury Type | Minor | Serious | Critical | Possible Permanent Injuries |
Leg (effects are per leg) | -1 Move, -2 Stealth, -1 to Focus Dice for Kicks | -1/4 of total move speed, -6 Stealth, -2 to Focus Dice for Kicks | -1/2 of total move speed, -12 Stealth, -4 to Focus Dice for Kicks | Fused joints, withered muscles |
Chest or Torso | -2 Arcane Resist | -6 Arcane Resist | -12 Arcane Resist | Withered organs |
Shoulders | -1 Strength | -2 Strength & 1/2 carrying capacity | -5 Strength & cannot carry a back pack | Malformed/twisted shoulders |
Feet (effects are per foot) | -1 split b/w Dodge & Agility, -2 Stealth, -1 to Focus Dice for Kicks | -3 split b/w Dodge & Agility, -6 Stealth, -2 to Focus Dice for Kicks | -5 split b/w Dodge & Agility -1 move, -12 Stealth, -4 to Focus Dice for Kicks | Fused joints, withered muscles |
Hands (effects are per hand) | Can only use small or medium weapons, -1 to Focus Dice for Fists | Can only use small weapons, -2 to Focus Dice for Fists | Cannot use a weapon in that hand, -4 to Focus Dice for Fists | Fused joints, withered muscles |
Arms (effects are per arm) | -1 damage w/ weapon, -1 to Focus Dice for Fists | 1/2 damage w/ weapon, -2 to Focus Dice for Fists | Cannot use a weapon with that arm, -4 to Focus Dice for Fists | Fused joints, withered muscles |
Back or Spine | -1 Strength, Vigor and Fury abilities cost 1 extra | -3 Strength, Vigor and Fury abilities cost 2 extra | -6 Strength, Vigor and Fury abilities cost 2 extra | Malformed/twisted spine |
Head | -1 Wisdom or Intellect, +2% Critical miss w/ spirit/faith powers (even if immune) | -3 split b/w Wisdom or Intellect, +6% Critical miss w/ spirit/faith powers (even if immune) | -6 split b/w Wisdom or Intellect +11% Critical miss w/ spirit/faith powers (even if immune) |
Brain damage |
Neck or Throat | -1 Stamina and can only whisper | -3 Stamina and can only speak in grunts | -6 Stamina and cannot speak or make noise at all | Withered vocal chords, malformed tissue in windpipe |
Face or Facial Features | -1 Charm & Sight reduced by 1/4 | -3 Charm & Sight reduced by 1/2 | -6 Charm & Sight reduced to zero | Malformed tissue, crystallized eye balls |
Groin | -2 Initiative | -5 Initiative | -8 Initiative | Malformed tissue |
Divine or Demonic Injuries
These are injuries inflicted by Holy or Demonic powers, however they are very uncommon. Whenever possible injuries caused by Holy and Demonic powers should be categorized according to other injury lists. An example of this would be holy powers that are used on demons/undead, which is better categorized as burning injuries. Many demonic powers could also easily be categorized as burning. The Divine or Demonic injuries should only be used if the GM cannot reasonably categorize an injury caused by Holy or Demonic powers anywhere else. Demonic Injuries in particular have a high likelihood of also causing additional Psychological Effects.