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. 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.

Current Stamina
Degree of Injury
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Superficial Injuries
skip
skip
-1
-1 to -2
-1 to -2
-1 to -2
-1 to -3
-1 to -3
-1 to -4
-1 to -4
-1 to -4
-1 to -5
-1 to -5
-1 to -6
-1 to -6
-1 to -6
-1 to -7
-1 to -7
-1 to -8
-1 to -8
Minor Injuries
skip
-1
-2
-3
-3 to -4
-3 to -5
-4 to -6
-4 to -6
-5 to -7
-5 to -8
-5 to -9
-6 to -10
-6 to-10
-7 to -11
-7 to -12
-7 to -13
-8 to -14
-8 to -14
-9 to-15
-9 to -16
Serious Injuries
skip
-2
-3 to -4
-4 to -6
-5 to -7
-6 to -8
-7 to -10
-7 to -11
-8 to -13
-9 to -15
-10 to -16
-11 to -18
-11 to -20
-12 to -22
-13 to -23
-14 to -24
-15 to -26
-15 to -28
-16 to -30
-17 to -31
Critical Injuries
-1
-3
-5
-7
-8 to -9
-9 to -11
-11 to -13
-12 to -15
-14 to -17
-16 to -19
-17 to -21
-19 to -23
-21 to -25
-23 to -27
-24 to -29
-25 to -31
-27 to -33
-29 to -35
-31 to -37
-32 to -39
Fatal Injuries
-2
-4
-6
-8
-10
-12
-14
-16
-18
-20
-22
-24
-26
-28
-30
-32
-34
-36
-38
-40

Degree of Injury
Effect
Duration
% Chance to Become Permanent
Unconscious
  • knocked down where they stand (in some cases GMs may allow characters to 'Roll With the Blow' as they go down)
  • cannot move or use instants or take any action
  • if in combat a character may choose to rest on their turn (aka take a HP)
  • remain unconscious until HP > 0
n/a
none
Superficial Injuries
  • same as unconscious
  • may have mild bruises, scraps, scratches, etc... nothing lasting
n/a
none
Minor Injuries
  • see Injury List for details on effects
  • if regaining consciousness (HP > 0) during combat ignore an injuries until AFTER the combat is finished (running on adrenaline)
remainder of the play session
5%
Serious Injuries
  • see Injury List for details on effects
  • injury effects are applied immediately
  • GM can choose to delay effects until after combat, for simplicity sake, if the character does not regain consciousness during combat
remainder of the play session plus
2 more play sessions OR 1 month of real time
25%
Critical Injuries
  • see Injury List for details on effects
  • injury effects are applied immediately
  • if critical injuries are not stabilized during or immediately after the combat, they become fatal
  • to stabilize a critical injury the character must be healed in some manner to bring their HP brought out of the 'Critical Injury' range
  • even after the characters injuries are stabilized they may remain unconscious for some time
remainder of the play session plus
4more play sessions OR 2 months or real time
50%
Fatal Injuries
  • immediate death
  • if resurrected in anyway (not including Necromancy), treat injuries as critical but stabilized injuries except with the higher % chance to become permanent
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

Injury List


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.

Injury effects vary depending on what caused the injury. GM discretion is required to determine the main cause of the injury. Some common injury categories to consider are:
  • piercing or cutting injuries
  • impact or crushing injuries
  • explosive injuries
  • burning or freezing injuries
  • mental or nerve injuries
  • natural injuries
  • arcane or spirit injuries
  • divine 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).

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, as follows:
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


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 & Hearing
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 Hearing, Wisdom or Intellect
-5 split b/w Hearing, Wisdom or Intellect
-10 split b/w Hearing, 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 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 -1/4 Hearing
-3 split b/w Wisdom or Intellect and hearing cut in half
-6 split b/w Wisdom or Intellect and hearing reduced to zero
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/Sun & 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 Hearing
-5 split b/w Charm or Hearing
-8 split b/w Charm or Hearing
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.

Natural Injuries or Illnesses

Most commonly inflicted by poison, disease, 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 bodily functions. Critical injuries are often not apparent as they infect the body internally, making them extremely dangerous is 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 Injuries

Divine injuries constitute 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 injury list should only be used if the GM cannot reasonably categorize an injury caused by Holy or Demonic powers anywhere else.

Psychological Effects


Psychological Effects are a separate grouping of injuries that can be applied addition to the previously listed Injuries as a side effect to other forms of damage, leading to temporary or long term phobias or irrational responses to the source of damage. An example would be a character nearly mauled to death by wolves, developing a fear of wolves that induces certain psychological effects whenever he faces wolves in the future. Likewise severe burning injuries could cause a fear of fire.

Minor Injuries would not generally cause psychological effects, however Serious and Critical injuries would be more likely to leave a lasting psychological impact. Often times these effects are permanent even when the physical injury is not.

So common examples of psychological effects would be:
  • phobia - a fear of whatever caused the physical injury, often causing a fight, flight, or freeze response
    • at the outset of facing targets or situations related to a characters particular phobia roll 1d4 and apply the effects listed in the chart below for the duration of the encounter (or until passing initiative test matched to the degree of Psychological impact in subsequent rounds)
Roll 1d4


1
Fight

2
Flight

3
Freeze
Become immobilized for the duration of the effect (cannot move, or use instants/actions that require movement); this counts as a dispelable effect similar to "Fear"
4
Fawn


  • hatred - an intense and illogical feeling towards whatever caused the physical injury, often leading to rash or violent behavior
    • +10% damage against hated targets but also take +10% from them as well
    • if effected by hatred, must ALWAYS move to attack hated targets regardless of the situation
  • more to come
Degree of Psychological Impact
Mild
Moderate
Severe
Extreme
Uncontrollable
Initiative Test to prevent effects?
standard initiative test



no initiative test