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Injuries & Healing

Staggered

When a PC or monster is hit, the target's hit points are reduced. When a character's hit points drop to half or below, they gains the Staggered status, and displays obvious signs of physical trauma. Some players find the Staggered condition useful as an indicator that their opponent is seriously injured (and similarly, the GM can quickly inquire which PCs are Staggered to gauge how a combat is going). Additionally, certain class and monster abilities trigger when a creature is Staggered.

Generally, when a monster's hit points fall to zero (ignore negatives) it dies. When a PC is reduced to zero hit points, the adventurer falls unconscious and is either All Dead or Mostly Dead. You don't find out which until someone turns the body over for a closer look (rummaging through pockets optional).

All Dead

After the fight, if the adventurer's body is able to be recovered and examined, the PC makes a Con check. The Reroll Pool may be used for this test. On a success, the character is only Mostly Dead (see below). On a failure, or if the body cannot be recovered, the adventurer really is dead and gone. Shed a tear, frown as your allies loot the still warm corpse, then join the GM on the other side of the screen (or take over a hireling, if you have one).

Mostly Dead

A Mostly Dead adventurer isn't completely gone just yet; the character is unconscious and in the process of dying, but can be saved with the quick help of his allies. After the combat, an adjacent character may stabilize the dying PC by applying healing magic, staunching wounds, yelling "Stay away from the light!" and so on.

Whatever the means, as long as there is no immediate danger and an ally renders aid, the adventurer stops dying, and eventually returns to consciousness. In the absence of healing magic, the target regains their senses and is restored to 1 hit point after 1d3 minutes.

The near death experience however often leaves a mark, requiring a roll on the Injuries & Setbacks Table below.

1d20INJURIES & SETBACKS
1Eye Injury. You have disadvantage on Perc checks that rely on sight and a 33% miss chance on attack rolls. Make a Luck (Con) save; on a success the eye is damaged and can be mended with Cure Minor Injury or two months of rest. Otherwise the eye is lost. Regenerate restores a lost eye.
2Arm or Hand Injury. You can't hold anything with two hands, and you can only hold one object at a time. Make a Luck (Con) save; on a success the limb is damaged and can be mended with Cure Minor Injury or two months of rest. Otherwise the limb is lost (1d6: 1-3 hand, 4-5: below elbow, 6: arm). Regenerate restores a lost limb.
3Leg or Foot Injury. Your move speed is halved and you require a crutch or peg leg to walk. You have disadvantage on movement based Dex checks. Make a Luck (Con) save; on a success the limb is damaged and can be mended with Cure Minor Injury or two months of rest. Otherwise the limb is lost (1d6: 1-3 foot, 4-6: below knee). Regenerate restores a lost limb.
4Ear Injury. You have disadvantage on Perc checks that rely on hearing and on balance checks. Make a Luck (Con) save; on a success the ear is damaged and can be mended with Cure Minor Injury or two months of rest. Otherwise the ear is lost. Regenerate restores a lost ear.
5Internal Bleeding. Whenever you attempt an action in combat, you must make a Con or Will check (your choice). If unsuccessful, you lose your action. Cure Minor Injury or 3d6 days of rest cures the injury.
6Broken Ribs. Whenever you suffer physical damage, you must make a Con or Will check (your choice). On a failed check, you lose your next action. Cure Minor Injury or 3d6 days of rest mends the injury.
7Nasty Scar. You gain a nasty looking scar on your head, neck, hands or other location not easily concealed. You have disadvantage on most Cha checks. Regenerate will remove the scar.
8Swelling on the Brain. You suffer a madness trait (1d6: 1-3 minor, 4-5 moderate; 6 serious). Cure Malady or Cure Minor Injury removes the injury. Otherwise the madness naturally subsides after 1d10 days.
9Damaged Weapon. A weapon or item you are holding is damaged. Until repaired, the item cannot be used, imposes disadvantage or suffers some other penalty the GM determines. Magical items have a 50% chance to negate this effect.
10Damaged Armour. Armour you are wearing is damaged. Until repaired, your armour provides only half the normal AC bonus (round down). Magical items have a 50% chance to negate this effect.
11Damaged Magical Item. A randomly determined magical item (not a weapon or amour) is damaged. Until repaired, any attempt to use the item requires an Int check. On a failure the GM improvises a setback, rolls on the Dark & Dangerous Magic table, or consults the internet for an appropriate random effects table (eg: the OGL Rod of Wonder).
12Muscle Tear. Lose 1d4 Str, Dex or Con. Cure Minor Injury or 1d8 days of rest mends the injury.
13Head Injury. Lose 1d4 Int, Perc, Will or Cha. Cure Minor Injury or 1d8 days of rest mends the injury.
14Pestilent Wound. Your hit point maximum is immediately reduced by 1d10, and again every 24 hours the wound persists. You die if your hit point maximum reaches zero. Cure Minor Injury mends the wound. Tending with the Apothecary skill cures the wound after 1d3 days.
15Sprained Ankle. You must make a Dex check to charge, jump or move twice in one round. If you fail the check, you fall prone. Cure Minor Injury or 1d6 days rest mends the injury.
16System Shock. You have disadvantage on initiative checks. Cure Minor Injury or 1d3 days rest mends the injury.
17+Minor Scar. A minor scar has no significant adverse effect, in fact after a few ales some folks might even be impressed by it. Some scars fade over time, others require Regenerate to erase completely.

Short Rest

After at least one meaningful combat (the GM determines what constitutes a meaningful combat), an adventurer may spend a few minutes recovering and tending injuries before pressing on. Walking and light duties may be performed during this period.

Each time a short rest is taken, one or more Will checks may be made. Each successful check allows the character to gain one short rest benefit as outlined below:

  • (i) Recover half of any lost hit points, plus Con bonus.
  • (ii) Recover one use of an expended class ability.
  • (iii) Recover one Reroll Pool die.

Note: option (i) may only be selected once per short rest. Magic Users may not recover an expended spell use from the same spell level more than once within 24 hours.

Only three short rests may be taken per 24 hour period. One rest grants three Will checks, one rest grants two Will checks, and one rest grants a single Will check. The player decides the order in which these rests are taken.

Additionally, an adventurer gains a bonus number of Will checks equal to his Con modifier (if any, ignore negatives), which may be distributed amongst the three short rests as the player wishes.

Example

A 4th level Fighter with Con 13 (+1) on 6 hit points, with a 40 hit point maximum, takes a short rest.

He has not taken any short rests in the last 24 hours, and decides to use his triple Will check rest. He also elects to use his +1 Con bonus, giving him a total of four Will checks for this rest. The fighter succeeds on two of the four checks. The player selects option (i), recovering 18 hit points (half of his 34 hit points damage, plus 1 Con), raising his current HP to 24, and option (ii) regaining one use of the fighter Adaptable ability.

Long Rest

A long rest requires 1d6 days of predominately low key activity. Modest travel is permissible, but the majority of the day must be spent resting. Intermittent battle is possible, but each combat extends the rest period by one day. Recovering at an inn or other safe and comfortable location reduces the time required to 1d4 days.

A long rest grants the following benefits:

  • (1) All expended class abilities are restored.
  • (2) All expended Reroll Pool dice are restored.
  • (3) All attribute point loss is restored (not including Luck).
  • (4) Recover 1 point of Luck.
  • (5) Recover half of any lost hit points, plus 1d4 + Con bonus.

Adapting to Permanent Injuries