Combat
Injuries & Scars
Injuries are the lasting consequences of harm you suffer. There are many ways of getting injured: getting the harmful shadow on a check, triggering a trap, or failing a a tenacity check, to name a few.
Combat
Injuries are the lasting consequences of harm you suffer. There are many ways of getting injured: getting the harmful shadow on a check, triggering a trap, or failing a a tenacity check, to name a few.
When you gain an injury, the judge rolls on the injury table below to determine its effects. Roll a d8 to determine the location, and then a d4 for the severity. If an injury is particularly fitting, the judge might just decide which injury you are getting.
Only time and rest can heal your injuries. Most injury have a clock, which advances each time you finish a day's rest. If you have several injuries, you must choose which injury's clock advances. Some injuries are permanent, and cannot be gotten rid of.
If you have three injuries and you would gain a fourth one, you die outright instead: your head is chopped off, your heart pierced, your inner bleedings to great.
Most injuries have a scar associated with it, which you gain the benefits of when that injury is healed. Note it on your character sheet. Scars are permanent buffs to your character.
Roll a d8 to determine the injury's location:
1 Arms | 2 Legs | 3 Guts | 4 Heart | 5 Lungs | 6 Body | 7 Head | 8 Brain
Then, roll a d4 to determine the severity.
1—Weak Grip Injury Clock 8
Your weapon rating is reduced by 1 | Scar — Firm Grip. Gain +1 extra inventory slots.
2—Sprained Wrist Injury Clock 10
Take a cut on all checks and deeds requiring both hands | Scar — Toughened. Raise your maximum vigor by 4.
3—Broken Arm Injury Clock 12
You lose the use of a hand. Reduce your maximum inventory slots by 2 | Scar — Mended Bone. Raise your maximum endurance by 1.
4—Missing Hand Permanent
You lose the use of a hand.
1—Limping Step Injury Clock 6
Your speeds are set to 4/+2 | Scar — Old Limp. Raise your mobility by 1.
2—Sprained Ankle Injury Clock 8
Your speeds are set to 4/+1. Scar — Sure Footing. Raise your poise by 1.
3—Broken Leg Injury Clock 12
Your speeds are set to 4/+1. Scar — Toughened. Raise your maximum vigor by 4.
4—Missing Foot Permanent
Your speeds are set to 4/+1.
1—Nausea Injury Clock 8
Whenever you eat during a rest of any kind, roll a d6. On a 1 or 2, you cannot keep the food down and lose endurance anyway | Scar — Toughened. Raise your maximum vigor by 4.
2—Wincing Pain Injury Clock 8
Whenever you attempt a great or mythic deed, lose 2 vigor | Scar — Toughened. Raise your maximum vigor by 4.
3—Fatigue Injury Clock 8
You lose 1 endurance whenever you perform a camp activity other than early rest | Scar — Galvanized. Raise your maximum endurance by 1.
4—Ruptured Guts Injury Clock 6
Recoveries you make have -1 potency | Scar — Iron Constitution. Raise your maximum endurance by 1.
1—Nicked Artery Injury Clock 8
Each extra ✦ you spend on to move, costs you a recovery | Scar — Strong Pulse. Raise your maximum vigor by 4.
2—Internal Bleeding Injury Clock 6
Add the harmful shadow to any skill check you make associated with Might | Scar — Hard to Kill. Raise your maximum vigor by 4.
3—Blood Loss Injury Clock 6
Each time you make a recovery, you must spend an additional recovery that goes to waste | Scar — Bloody Resolve. Raise your maximum endurance by 1.
4—Weak of Heart Injury Clock 8
Each time you attempt a mythic deed, you lose 2 recoveries | Scar — Lionheart. Raise your maximum endurance by 1.
1—Hacking Cough Injury Clock 12
The judge adds the loud shadow to any skill check you make associated with Grace | Scar — Toughened. Raise your maximum endurance by 1.
2—Short of Breath Injury Clock 12
When you gain focus at the end of your turn, you don't benefit from Wits. | Scar — Deep Breaths. Gain 1d3 extra focus at the start of each encounter.
3—Crushed Chest Injury Clock 10
You gain 2 less vigor for each recovery you make | Scar — Invigorated. Your recovery value increases by 1.
4—Punctured Lungs Injury Clock 8
You only gain two actions points each turn during combat | Scar — Second Wind. Raise your maximum endurance by 1.
1—Muscle Spasms Injury Clock 8
Whenever you make a supply check, roll the die twice and take the worst result | Scar — Toughened Raise your maximum vigor by 4.
2—Crippling Pain Injury Clock 12
At the start of your turns in combat, roll a d6. On a 1 or 2 you are overcome by pain and lose ✦ | Scar — Toughened Raise your maximum vigor by 4.
3—Slow Reflexes Injury Clock 8
You can't take more than one reaction | Scar — Alacrity. You can take two reactions per round before you need to spend focus to take an additional reaction.
4—Bruised Spine Injury Clock 12
Your inventory slots are halved | Scar — Mule Raise your maximum slots by 2.
1—Bruised Eye Injury Clock 8
You cannot draw line of sight further than 6. | Scar — Keen Eye Increase your all your ranges by 2.
2—Slashed Throat Injury Clock 12
You can only produce whispers. If you raise your voice, take 1d6 damage. | Scar — Toughened Raise your maximum vigor by 4.
3—Mangled Face Injury Clock 12
You take a cut on all checks made to influence other people. | Scar — Intimidating. You gain a free spark on successful checks with the Command skill.
4—Missing Eye Permament
All your ranges are halved, as are the benefits of the aim action.
1—Amnesia Injury Clock 8
You cannot benefit from any ranks with two random skills you have | Scar — Remembrance. Choose one of those skills. You gain a free spark on successful checks made using that skill.
2—Migraine Injury Clock 10
You cannot gain any focus at the start of a new encounter | Scar — Deep Breaths. Gain 1d3 extra focus at the start of each encounter.
3—Trauma Injury Clock 8
The judge adds the foolish shadow to all skill checks associated with Wits | Scar — Toughened. Raise your maximum endurance by 1.
4—Changed Personality Permament
Reroll your alignment. This change is permanent, but doesn't take up an injury slot.