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Injury and Death

Hitting 0 HP

When you fall to 0 HP, you fall unconscious, prone, and are dying. You also sustain a Lingering Injury (see below).

When you are dying, you need to make a saving throw at the end of your turn each round (roll a D20 with no modifiers). The result of your saving throw determines how close you are to death.

  • Lower than 10: You slip one step closer to death. If you get this result three times before you are stabilized, you die.
  • 10–19: No change.
  • 20 or higher: You stabilize and become conscious. You are no longer dying, and you are still prone. You are considered to have 1 hit point.

Someone can stabilize you by making a successful First Aid check (DC set by DM, depending on how injured you are. Recommended DC 15).

Lingering Injuries

When you fall below 0 Hit Points, roll a d100 on the following table to determine what Lingering Injury you have. You must be magically healed by a single spell for more than 15 HP (or be healed at DM's discretion) to recover from Lingering Injuries rolled below 50 on this chart. Any injuries sustained by a roll of 51+ may be healed by a single spell that heals more than 10 HP (or be healed at DM's discretion). Knowledge checks rolled to help heal Lingering Injuries gain a +5 bonus for characters with the First Aid / Medicine skill.

Roll Effect Description
1-2 Lose an eye. -2 to attack rolls until you get used to aiming with one eye, and -5 to perception checks involving sight. It takes 5 encounters for your penalties to fade, or 2 in-game months, whichever comes sooner.
3-4 Lose an arm or hand. You cannot hold 2-handed weapons or items that require two hands until you acquire a prosthetic.
5-6 Lose a foot or leg. Your speed is reduced to Low, and you are slowed. Using a cane or crutch allows you to move at Low speed. -5 on Dexterity checks made to balance. Once you acquire a prosthetic, you can move at full speed again.
"
7-8 Lose an ear. -5 Perception checks involving hearing (or keeping watch) for 2 months until you learn to accommodate your missing ear.
9-15 Blurred vision. -5 Perception checks, -2 to ranged attack rolls for 2 encounters.
16-20 Broken arm or hand. You cannot hold 2-handed weapons or items that require two hands until the bones are set by a successful Knowledge check (rec. DC 15), and you survive 30 days without straining the broken appendage.
21-25 Broken foot or leg. Your speed is reduced by one level unless you use a crutch or cane to move. -5 on Dexterity checks made to balance. If you survive 30 days without putting strain on the broken appendage, it heals.
26-30 Ringing ears. -5 to perception checks that involve hearing (or keeping watch) for d6 days.
31-35 Limp. Your speed is reduced by one level, and you have a visible limp.
36-40 Lose a finger. -2 to Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand.
41-45 Break a finger. -2 to Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger. If someone sets the finger with a successful Knowledge check (rec. DC 10), the injury heals after 10 days of not using the affected hand.
46-50 Break an item. A randomly determined nonmagical item you hold, wear, or carry on your person is broken or ruined. Roll a d10. On a roll of 1, the item broken is a weapon, on a roll of 2 the item is armor or a shield, and on a roll of 3-10 it is an item that's not a shield or weapon.
51-60 Festering Wound. Your hit point maximum is reduced by 2 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. Someone can tend to the wound and make a Knowledge check once every 24 hours. After ten successes (rec. DC 15), the injury heals.
61-65 Open Wound. You lose one hit point every hour the wound persists. Someone can tend to the wound and make a Knowledge check (rec. DC 15) once every hour. After ten successes, the injury heals.
66-70 Skull Fracture. Whenever you attempt an action in combat, you make a DC 10 Stamina saving throw. On a failed save, you lose your action. The injury heals if you spend 30 days resting.
71-75 Punctured Lung. You can move or take a Major action on your turn, but not both. If you puncture both lungs, your hit points drop to 0 and you immediately begin dying.
76-80 Internal Injury or Broken Ribs. Whenever you attempt an action in combat, you make a DC 10 Stamina saving throw. On a failed save, you lose your action. The injury heals if you spend 10 days resting.
81+ Nothing. You do not sustain a Lingering Injury, but your character may experience some lingering pain, a headache, or weariness as a result of dropping to 0 HP.