Injury and Healing
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Natural Healing
Characters will heal 2 HP of damage with 8 hours of rest, or only 1 per day without adequate rest. Additional Health Points can be recovered with the aid of medical care.
Characters heal wounds at the rate of ten days per wound increment and wounds heal concurrently unless a body part took a multi-point wound from the same source, in which case the second point of damage would take an additional ten days.
For example, if a character took a wound to the leg and a wound to the torso, they would fully heal from both wounds in ten days. If they took two wounds to their leg from a single sword cut, it would take 20 days to heal. Their movement would be at -2 for the first 10 days, and then -1 for the final ten days. See wounds, below.
Using the Medicine skill and proficiencies to heal injuries and wounds
Over the course of adventuring, characters will sustain injuries. Injuries to a great degree are abstracted and can be put into the following categories.
Minor Injuries
Injuries are tracked with Health Points; these include cuts and scrapes, bumps, bruises, and any bleeding that doesn’t amount to damage per round.
Stun and Bleeding
Any time a medium-sized creature sustains a hit that does damage equal to or greater than five they sustain a point of Stun, Bleeding, or possibly both. If the damage from an attack is equal to five, they take the first effect for that damage type (see Table: Damage Type & Effect). For each additional increment of five the target takes the next listed effect. Other than stun and bleeding, injuries are not tracked on the wound chart. For every increment of five damage the target takes the next effect, with all of the effects repeating.
For example, an arming sword inflicts slashing damage. The table below shows Slash does Bleeding as the first effect and then stun as the second effect. If the target of the attack is struck for 7 damage, they will take 1 Bleeding. If the attack resulted in 10 damage from slashing, it would be 1 bleeding and 1 stun. This series would then continue to repeat for each additional five damage. Certain weapons that have split damage types, such as Crush/Pierce, do both effects on the first increment, then one effect for the next two increments, before repeating the first effect again.
Blood loss is tracked on the HP tracker but is deducted from the right side of the tracker similar to Fatigue and Exposure. Blood loss damage will heal normally with rest but cannot be cured by magic or herbal remedies unless the effect specifically states that it cures blood loss (not just the bleeding effect). Bleeding causes ongoing HP loss each round until treated. Each bleeding instance is tracked separately.
| Table: Damage Type & Effect | |
|---|---|
| Damage Type | Damage Effect |
| Crush | S, S, B |
| Slash | B, S |
| Pierce | B, B, S |
| Crush/Pierce | BS, B, S |
| Crush/Slash | BS, S, B |
| Force | S |
| Fire/Cold | S |
| Electricity | S |
| B=Bleeding, S=Stun, BS=Bleeding & Stun | |
Effects of Stun Damage
Stun removes actions and reduces movement until it wears off.
Stun damage staggers and disorients combatants from the force and pain of attacks. Each point of stun damage causes them to lose an action, and their combat speed is reduced by each accumulated point of stun damage. Characters who are stunned for at least two actions effectively lose a full round of combat, preventing them from taking reactions or doing anything else other than free verbal actions (most likely shouting in pain). Additionally, if the net stun damage exceeds their combat speed, they are knocked prone.
For example, if a character gets hit for three stun damage, they lose their next three actions (one full turn and one partial). On the first turn their combat speed is reduced by three. Each action that passes relieves a round of stun, so at the start of their next round they would be down to 1 stun damage, meaning they could take one action, and their movement speed is only reduced by one. If, however they were hit for four stun damage and their movement is four, the blow knocks them down, never mind that they would probably be dead from the damage.
Wounds
Wounds represent a real threat to a character’s life. There are three classifications of wounds, Minor Wounds, Major Wounds, and Mortal Wounds.
Minor Wounds can be fractures, punctures, bleeding wounds, concussions, and similar injuries. A creature suffers a Minor Wound when they sustain a critical hit that does at least 5 damage. When a character suffers any wound, they are at minus one to all actions per increment of the wound, they sustain stun and bleeding as specified above, and they record the wound as an "X" next to the wounded body part. If the wound was to a foot or leg, movement speed is reduced by how many wound increments their legs have suffered. For each FULL increment of five damage, the wound is increased by one step (two X's for example).
Major Wounds happen when a creature takes a critical hit for at least ten damage. These are recorded as two X's, and while they can be descriptively more serious, they are mechanically the same. 
For example, if a character takes a critical hit to their hand for 10 damage their hand takes two wound markers. They would also be at minus two to all actions.
Mortal Wounds are the most grievous of wounds, and in most cases permanently alter a character if it doesn't kill them outright. If a character takes fifteen damage from a single blow to a single body part from a critical hit, they will record three wound marks on the body part, and additionally the GM should adjudicate the results. In general appendages are severed or irreparably crushed and require amputation, blows to the head may blind or deafen them, perhaps shatter jaws, body blows break ribs, puncture organs, among any number of other horrible results.
Scars
Major wounds and Mortal wounds always leave scars even with magical healing. This is purely cosmetic, but for roleplaying purposes players are encouraged to keep track of the nature and location of their scars.
Example of Play
GM: After you all descended down the angled shaft deeper into the tomb, it has become clear that many of the carvings are dwarven. Vincent and Calliope are reasonably sure this is an exiled noble's burial site, but as Brawn has discovered it is currently occupied by an unknown number of goblins. What do you want to do?
The Party discusses the situation and decides to press on.
GM: You cross the current chamber which is roughly forty feet long and half that wide, with another hall leading out on the opposite side. On either side of this new hall, etched into the walls are ten-foot-tall scowling dwarven faces.
Alex (Vincent): I'd like to us my Arcane Sight to examine the faces.
GM: Ok, roll your Perception Arcane Sight. While Vincent is studying the faces, does anyone else do anything?
Skyler (Calliope): Calliope offers to scout ahead.
Rob (Brawn): "Ok, but stay quiet and be careful". Brawn will move up to the passageway and take a defensive position.
Emma (Laurel): Laurel moves up next to Brawn.
Jace (Baldrick): Baldrick will stay in the middle of the room, still listening behind the group.
GM: Ok great, Calliope, you quietly fly off down the hall. Vincent, what was your roll?
Alex: 18.
GM: Vincent sees faint magical outlines around the faces, like faded hints of an enchantment.
Alex (Vincent): "Interesting. There's some ancient magic residue here." I'll step up next to the left face for a closer look. I want to see if there are any hidden orifices...you know what I mean." 
Chuckling goes around the table.
GM: As you step up in front of the face, you feel something shift under your foot. There is a slight rumble, and a steel spear stabs out of the mouth right at you! What is your DB?
Alex (Vincent): Oh no! Ok, it is 16.
GM: Rolling dice. Ouch, that is a 19 on the die roll for a 26 total. You take 10 points of damage and 2 points of bleeding as it pierces deep into your left shoulder!
Everyone gasps!
Alex (Vincent): Vincent whimpers in pain. He only has 4 HP left. I think he will sit down clutching at his chest. "Help me, I've been stabbed!" he says.
Skyler (Calliope): Does Calliope hear that?
GM: Calliope has flown about sixty feet down the hall and was just coming up on another chamber. Roll a DL18 Perception. 
Skyler (Calliope): Dang it, I got a 15.
GM: No, you don't hear what is going on with your companions, but you do hear some talking and crude laughter from up ahead. 
Skyler (Calliope): Ok, I'll try to get a closer look before sneaking back.
GM: The rest of you, Vincent is bleeding badly. What do you do? 
Rob (Brawn): I have a first aid kit. Calliope is our best healer, but I'll try. 
Jace (Baldrick): Don't look at me, I just break things.
Emma (Laurel): I can try to assist. 
GM: It takes Brawn a round to get out his kit. Vincent takes two bleeding while you do that. 
Rob (Brawn): I toss the kit to Laurel. "Get out the supplies while I put pressure on the wound."
GM: Give me a DL14 Medicine check. 
Rob (Brawn): I only have a +4. 8 on the die for 12. 
GM: Ok, Laurel you have the bandages and supplies out. Vincent, you take 2 more bleed, putting you at 0 HP. Roll a DL10 Discipline check to stay conscious. 
Alex (Vincent): 11. "I'd rather not die like this, guys."
GM: Vincent is looking pale, but he can still speak. 
Rob (Brawn): "Laurel, help me apply pressure. We have to get the bleeding stopped before we can stitch him up."
GM: Make your checks again. Laurel you just need a DL7 to assist.
Emma (Laurel): I only have a +2, but I rolled a 6. Whew.
Rob (Brawn): It's ok, I rolled a 10, for a 14. But I'll take that +1 anyway.
GM: Great, the two of you work together to get the bleeding under control. You'll have to keep applying pressure for another minute before you can clean and deal with the wound.
Alex (Vincent): Ugh, that was close, thanks for saving me.
Downed and dying.
When a character is reduced to zero Health Points from an injury, he is downed, meaning he is physically unable to perform any strenuous action, and he may go unconscious. Immediately when taking damage that reduces his Health Points to zero, a character must make a Discipline check versus 10 plus the absolute value of his Health Points. For example, if your character was reduced to -5 Health Points the DL to stay conscious would be 15.
A downed, conscious character is unable to stand on their own. They lose all movement points and can only take one action per turn at minus two Edge; treat anything they try as a combined action. As their action, a character can crawl or drag themself up to 1/2 their speed.
A downed creature is reduced to 1/2 of their non-magic defense score.
If a character is downed by damage, but not from a wound, they are considered to be in stable condition. A character reduced to 0 HP without a wound is stable and does not begin dying.
Dying
A character reduced to negative hit points equal to half their Constitution goes from Downed to Dying. As per Downed, a character must again roll to stay conscious as their body goes into shock. Each round after crossing their Dying threshold a character loses an additional health point on top of any bleeding they are taking. Once a character is dying, unless they get magical healing to stabilize them, other characters or NPC's must perform Medicine checks to stabilize them. If a healer identifies that a character has gone into shock (DC 10 Medicine) he can begin treatment. A character cannot be stabilized if he is bleeding, so in order to stop the dying condition, the bleeding must be stopped. Once the bleeding is stopped, the shock can be treated. However, if more than one person is providing first aid, a secondary healer can begin the steps required to treat shock. This involves loosening clothing and armor, elevating the legs, providing warmth and water. Treating shock is a process. A healer must make three DL 15 medicine checks. Each round of success stops the hit point loss for that round. Each round of failure and it continues. Once a healer has had three successes, the patient will stabilize. Once a character has gone into shock and stabilized, he will be exhausted, and he requires a night's rest to fully recover.
Death
All creatures die when their Health Points are reduced to a value equal to their negative constitution ability score. For example, a character with a constitution of 10 would die at -10 Health Points.
Dealing with injuries
Providing comprehensive first aid realistically is not something healers will perform in combat, other than emergency aid such as stopping bleeding or trying to stabilize a dying creature. The process of cleaning and dressing wounds takes more time than most combats last. A combat medic can apply pressure to a wound to staunch the bleeding, but without magic is not going to sit and stitch up their ally. Likewise, they can try to stabilize a dying ally.
Performing first aid
A character can perform first aid using the medicine skill. First aid requires a stable, non-moving patient. It involves cleaning and dressing minor wounds.
Restoring Health Points
First aid to treat injuries takes 1 minute per hit point damage. This involves flushing wounds and cleaning as needed, applying poultices and bandaging. Every five points of damage treated requires one “use” of a first aid kit. Once the injury is treated, the healer must make a first aid check. A DL20 success results in the character recovering 4 Health Points after resting for an hour. A DL15 success results in recovering 3 of the Health Points regained after a short rest. A DL10 success means the character will recover 2 of the treated Health Points in a short rest. An Easy success results in 1 Health Point regained. Less than that and none are gained. If a mishap occurs none are gained and the healer instead inflicts 1 point of damage; the GM then makes a roll against the character’s Constitution, adding the value of the wound to the roll. If successful, the wound becomes infected.
Removing Arrows or other objects
If a character has been impaled by an arrow or another object, the bleeding cannot be stopped until the object is removed. Removing a standard arrow or bolt without causing further injury takes one combined action and requires a DL10 medicine roll. Failure results in inflicting 1d3 points of damage, plus 1d3 per additional 5 points of failure and increases the blood loss by 1. Certain arrows are more difficult to remove and may take more time if they are barbed. The removal DL for arrows is in the weapon stats.
Removing other objects can vary. Removing a sword or spear is DL15, using the above increase in damage as a guide. Anything else should be situationally determined by the Gamemaster.
Stop bleeding
Each bleeding wound must be tracked and treated separately. A healer can attempt to stop blood loss by applying pressure or a compress, or in dire situations a tourniquet. The DL to stop a bleeding wound is 10+2 per bleeding amount per wound. If the bleeding is stopped the healer must continue to treat the patient for one minute to stabilize the bleeding until the wound is temporarily clotted. Any movement will risk opening the wound back up. Once the wound is clotted, the healer can stitch the wound, which takes an additional 1 minute per bleeding. The wound will stay closed, but if the patient performs any strenuous activity before taking a long rest (anything beyond light walking) they must make a conditioning check each round against the original DL. Failure results in tearing the wound open for 1 bleeding.
Treating Major wounds
Once a character is no longer bleeding and is stabilized, a healer can provide second aid to treat a major wound. Treating major wounds involves setting bones, creating casts or splints, treating concussions, burns, severe lacerations, and any other serious injury that can be addressed without invasive surgery. There is not a ‘second aid’ kit, as a first aid kit may contain many of the same items needed. Due to the abstracted nature of wounds, this process can be handled descriptively without concern for real world accuracy. Treating a one-point wound is DL15, a two-point wound is DL20, and a three-point wound is DL25, and takes ten minutes per wound increment, per wound. Successfully treating a wound reduces the penalty by 1 point, but any additional injury to the same body part immediately restores the net penalty until the original wound is treated again.
Poisons & Disease
The term disease represents infections of any kind (bacterial, viral, supernatural, etc.).
Poisons include toxins, venoms, and alchemical substances. Both use the same system.
Core Elements
All poisons and diseases have:
- Severity (attack strength)
- Incubation/Onset (delay before symptoms begin)
- Interval (time between progression checks)
- Symptom Track (stages of effects)
- Recovery Requirement
- Transmission (if applicable)
Infection
When a character is exposed, the GM makes an attack:
d20 + Severity vs. the character’s Poison or Disease Defense
- Success: The character becomes infected
- Failure: No effect
Incubation / Onset
After infection, symptoms do not begin immediately.
They appear after the listed Incubation/Onset time.
Until then, the character is unaware they are infected (unless stated otherwise).
Progression
Once symptoms begin, the disease or poison starts at Stage 1.
At the end of each Interval, the GM makes another attack:
d20 + Severity vs. the character’s Defense
- Success: The condition progresses to the next stage
- Failure: The condition does not worsen and counts toward recovery
Recovery
Each failed progression check counts as a recovery success.
- When the required number of recoveries is reached, the condition ends
- Some conditions require consecutive failures
- Others allow recovery over time
Until recovery is complete, the character remains affected at their current stage.
Modifiers
A character’s resistance can change between intervals:
Increase Resistance (+1 each):
- Resting
- Staying warm and dry
- Food, water, basic care
- Medical treatment or remedies
Decrease Resistance:
- Fatigue or exhaustion
- Wounds or blood loss
- Cold, hunger, or harsh conditions
Modifiers apply to the next progression check.
Sample Diseases
Cholera (Water Rot)
A devastating intestinal disease that spreads through fouled water supplies. Common in besieged cities, refugee camps, or poorly maintained settlements.
Severity: 6
Incubation/Onset: 12 hours
Interval: 24 hours
Recovery: 2 consecutive
Transmission: Contaminated water
Details: Access to clean water grants +2 resistance
Stage 1 - Stomach Distress
-1 Edge on all physical actions
Cannot eat; gain 1 starvation.
Stage 2 - Severe Dehydration
-1 Edge on all physical actions
Cannot eat; gain 1 starvation.
Unable to drink enough; gain 1 dehydration.
Stage 3 - Collapse
-2 Edge on all physical actions
Cannot eat; gain 1 starvation.
Unable to drink enough; gain 1 dehydration.
Gain 1 Fatigue that does not recover with rest.
Stride reduced by fatigue.
Recovery Stage - Weakness
Recover HP reduced by fatigue 1 per night's rest.
Dysentery (Bloody Flux)
A slower but debilitating illness that weakens adventurers over time—infamous among traveling parties.
Severity: 5
Incubation/Onset: 24 hours
Interval: 24 hours
Recovery: 2 consecutive
Transmission: Contaminated food/water
Stage 1 - Nausea, fever, diarrhea and cramps
Unable to drink enough; gain 1 dehydration.
Gain 1 Fatigue that does not recover with rest.
Recovery Stage - Weakness
Recover HP reduced by fatigue 1 per night's rest.
Bubonic Plague (Black Death)
A terrifying and often fatal disease that spreads rapidly through dense populations.
Severity: 8
Incubation/Onset: 24 hours
Interval: 24 hours
Recovery: 2 consecutive
Transmission: Fleas, rats, infected creatures
Stage 1 - Fever & Swelling
-1 Edge on all actions
Painful swellings (buboes) appear
Stage 2 - Delirium
Stacks with Stage 1
-2 Edge on Perception and Influence
Gain 1 Fatigue that does not recover with rest.
Must make a DL10 Discipline check to take complex actions
Stage 3 - Terminal Decline
Stacks with Stages 1 & 2
Take 2 HP damage per interval, not curable.
Recovery Stage - Weakness
Heal 1 HP lost due to disease per day.
Recover 1 Fatigue lost due to disease per day.
Red Ague (Marsh Fever)
A cyclical fever common in wetlands.
Severity: 6
Incubation/Onset: 12 hours
Interval: 1 day
Transmission: Insects / swamp air
Recovery: 2 total
Special: Every time the disease regresses, symptoms vanish temporarily before returning
Stage 1 - Chills
-1 Edge on Initiative
Stage 2 - Fever Spike
-1 Edge on all rolls
Cannot gain Edge from environmental advantages
Stage 3 - Burning Fever
Gain 1 Fatigue that does not recover with rest.
Random hallucinations (GM flavor, minor distraction penalties)
Recovery Stage
Recover 1 Fatigue lost due to disease per day.
Grave Rot (Necrotic Infection)
Severity: 7
Incubation/Onset: 6 hours
Interval: 12 hours
Transmission: Wounds from undead
Recovery: Requires magical healing
A supernatural infection that spreads from cursed wounds.
Stage 1 - Blackened Wound
Healing effects restore -2 HP
Stage 2 - Rotting Flesh
Gain 1 Fatigue that does not recover with rest.
-1 Edge on all physical actions
Stage 3 - Necrosis
Take 2 damage per interval
Healing magic only restores half effect
Recovery: None
Sample Poisons & Venoms
Cyanide (Bitter Almond Poison)
A fast-acting toxin that disrupts the body’s ability to use oxygen. Death comes quickly if untreated.
Severity: 8
Incubation/Onset: Immediate (1 round)
Interval: 1 round
Transmission: Ingested or inhaled
Recovery: 2 consecutive
Stage 1 - Sudden Distress
-1 Edge on all actions
Cannot take reactions
Stage 2 - System Shock
Breathing becomes rapid and shallow; speech is strained or impossible.
-2 Edge on all actions
Movement speed reduced by half
Stage 3 - Respiratory Failure
Take 1 damage per round
Must make a DL10 Conditioning check each round or fall unconscious
Recovery Stage
No lingering effects if survived
Widowfang Venom (Spider)
A potent neurotoxin delivered by large predatory spiders. Causes intense pain and loss of control.
Severity: 7
Incubation/Onset: 1 round
Interval: 1 minute
Transmission: Injury (bite)
Recovery: 2 total
Stage 1 - Burning Bite
-1 Edge on attack rolls
Localized pain and muscle twitching
Stage 2 - Muscle Seizure
-1 Edge on all physical actions
Cannot take combined actions
Stage 3 - Paralytic Lock
Movement reduced to 1
Can only take one action per turn
Recovery Stage
-1 Edge on physical actions for 1 hour
Viper Venom (Hemotoxin)
A classic snake venom that destroys tissue and disrupts blood flow.
Severity: 7
Incubation/Onset: Immediate (1 round)
Interval: 10 minutes
Transmission: Injury (bite)
Recovery: 2 total
Stage 1 - Venom Spread
-1 Edge on Strength and Dexterity checks
Wound becomes swollen and discolored
Stage 2 - Blood Breakdown
Gain 1 Bleeding
Healing restores -2 HP
Stage 3 - Organ Failure
Take 1 damage per interval
Gain 1 Fatigue per interval
Recovery Stage
Bleeding stops
-1 Edge on physical actions for 1 day
Blackroot Extract (Slow Poison)
A subtle plant toxin used by assassins. Symptoms appear gradually and are often mistaken for illness.
Severity: 5
Incubation/Onset: 6 hours
Interval: 6 hours
Transmission: Ingested
Recovery: 3 total
Stage 1 - Unease
-1 Edge on Perception and Influence
Stage 2 - Weakness
-1 Edge on all actions
Cannot recover Fatigue through rest
Stage 3 - Collapse
Gain 1 Fatigue per interval
Movement speed reduced by 5
Recovery Stage
Recover 1 Fatigue per day
Stonecap Toxin (Paralytic Fungus)
Derived from subterranean fungi, this toxin stiffens the body and locks muscles in place.
Severity: 6
Incubation/Onset: 1 minute
Interval: 1 minute
Transmission: Inhaled or injury
Recovery: 2 total
Stage 1 - Stiffness
-1 Edge on Dexterity checks
Stage 2 - Rigid Limbs
Movement reduced by half
Cannot Dodge or use mobility-based reactions
Stage 3 - Full Paralysis
Cannot move
Can still take mental actions
Recovery Stage
-1 Edge on Athletic checks for 1 hour
Ghoul Ichor (Necrotic Venom)
A foul toxin carried by carrion-feeding creatures. It spreads decay through living tissue.
Severity: 8
Incubation/Onset: 1 round
Interval: 10 minutes
Transmission: Injury (claws/bite)
Recovery: 2 consecutive
Stage 1 - Rotting Wound
Healing restores -2 HP
Stage 2 - Necrotic Spread
-1 Edge on all actions
Gain 1 Fatigue
Stage 3 - Deathly Decay
Take 1 damage per interval
Healing magic only restores half effect
Recovery Stage
No further damage
-1 Edge on all actions for 1 day