Serious Wounds

If a critical confirmation is a natural 20, the character suffers a Serious Wound. The attacker should immediately check for an Instant Kill. If the blow is not an instant kill, roll on the Serious Wounds chart. The serious wounds are not in and of themselves deadly.

If a character who has received a Serious Wound is given immediate medical attention (before the end of the round following the injury), the effect may not become permanent. Medical attention, in this case, is as follows:

  • A cure serious wounds spell or a healing spell of a greater level.
  • Treat Deadly Wounds heal check. The triage must be started in the allotted time frame in order to prevent the serious wound, but as the skill description, treating a deadly wound will take an hour of work. The Heal check DC is 20, rolled at the end of the hour.

A restoration, regeneration, or heal spell is required to remove Serious Wounds that have not been treated immediately.

Note: Soon, there will be a separate table for Serious Wounds caused by taking Wound Damage. It will be less severe, and the wounds will usually heal on their own (like a broken arm).

SERIOUS WOUNDS

d20 roll Effect
1 Impressive Facial Scar. Roll 1d6. 1-3. Add 1 point to Charisma.4-6. Subtract 1 point from Charisma
2 Impressive Body Scars. (roll on location table)
3 Eye Put Out. Depth perception is gone. Apply a –1 circumstance penalty to all Spot and Search checks. All ranged attacks are also at –1.
4 Lose 1d4 Teeth.
5 Missing Ear. A permanent loss of hearing. Apply a –2 circumstance penalty to all Listen checks. Subtract 1 from Charisma.
6 Disfigured. The injury causes terrible scars and/or rearranges the character’s face in a manner that is unpleasant to look upon. Subtract 1d6 from Charisma. Subject to insults and intolerance.
7 Head injury causes brain damage. Roll 1d8
* 1. Reduce Intelligence by 1d3 points.
* 2. –1 penalty to all Int based skills.
* 3. Develop a minor disorder.
* 4. Develop a major disorder.
* 5. Reduce Dexterity by 1d3 points.
* 6. One skill raised 1d8 ranks. All others have a negative 1d6 penalty.
* 7. –1 penalty to all skills.
* 8. Roll 1d3+1 more times on this subtable. Do not reroll duplicates – add the effects together. Ignore this result.
8 Injury causes constant pain. Lose 1 point of Dexterity and Strength. You must make a Concentration check with a DC of 10, modified by the amount of activity each round to perform or continue that activity (which may be alleviated by painkillers).
9 Knee Injury. Causes slowness/constant limp. Lose 1 point of Dexterity. Your movement is reduced by one quarter. You may take a double move but you may not run. Causes pain after physical exertion. You must make a Concentration check with a DC of 10, modified by the amount of strenuous activity each round to continue that activity (which may be alleviated by painkillers).
10 Missing Body Part. Roll 1d6
* 1. Hand. “Off-hand” penalties apply in melee, limited ranged attacks. Lose 1 point of Dexterity. –1 penalty to all skills requiring manual dexterity.
* 2. Arm. “Off-hand” penalties apply in melee, limited ranged attacks. Lose 1 point of Dexterity. –2 penalty to all skills requiring manual dexterity.
* 3. Foot. Your movement is reduced by 5 feet. You may not run. Lose 2 points of Dexterity. Your AC is additionally penalized by 1.
* 4. Leg. Your movement is reduced by 15 feet. You may not take a double move or run. Lose 4 points of Dexterity. Your AC is additionally penalized by 2. You may, during the course of the adventure, have a peg-leg crafted for you. This will reduce your penalties to movement as if you had only lost a foot (above).
* 5. Thumb. It is impossible to grip a weapon with that hand, but it is possible to strap on a shield. Spellcasting with somatic components is only possible with a Concentration check DC: 8.
* 6. 1d3 Fingers. If more than one is lost, it is impossible to grip a weapon with that hand, but it is possible to strap on a shield. Spellcasting with somatic components is only possible with a Concentration check DC: 10.
11 Injury Heals Badly. Lose 1 point of Dexterity and Strength.
12 Foot Injury. Constant limp. Your movement is reduced by 5 feet.
13 Lung Damage. Racking cough and pain after physical exertion (running, climbing, swimming, fighting etc.). You must make a Concentration check with a DC of 10, modified by the amount of strenuous activity each round to continue that activity. Failure indicates a coughing fit that will last for 2-40 rounds. Lose 1 point of Constitution.
14 Stomach Injury. Causes recurrent nausea, particularly in stressful situations. You must make a Concentration check with a DC of 10, modified by the amount of stress each round. Failure indicates pain and nausea that will cause all actions to be performed at a –2 penalty for 2-40 rounds Lose 1 point of Constitution.
15 Kidney Damage. You need 3 to 4 times the amount of water normally needed, otherwise the body builds up toxins, causing 1d6 points of damage daily. Lose 1 point of Constitution.
16 Genital Injury. The character loses all sex drive.
17 Throat Injury. Roll 1d10 for the degree of voice loss, 10 being worst – unable to speak at all. All Charisma based checks are performed at a –1 penalty per 2 points rolled on the d10.
18 Lose 1d6 points of Strength
19 Liver Damage. Constitution score (not modifier) is halved for the purposes of determining Fortitude saves vs. poisons. Alcohol becomes a poison for you, which has a base DC save of 10 for beer and ale, up to 20 for hard liquor. Alcohol poison inflicts 1d6 constitution damage for each drink imbibed, if the save is failed.
20 Multiple Injuries Occur. Roll 1d2+1 times on this table. Duplicate rolls are discarded and not rerolled. Reroll results over 19.
21-23 Weathered: -1 Strength, -1 Dexterity, -2 Constitution.
24+ Worn: -2 Strength, -2 Dexterity, -4 Constitution.
Circumstance Modifier
Each life previously lost +2

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Serious Wounds

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