Injuries

Injuries are a classic feature of the Dragon Age games. This is part of the Rules Overhaul, and imports the concept of injuries into the TTRPG.

## Getting a Lingering Injury

There are three ways you can become injured:

* Whenever your health is reduced to zero
* When you are hit by someone who rolled 6-6-6 on their Attack
* When you roll 1-1-1 on a saving throw against an attack or spell

## *Step By Step*

### **1. Roll on the Lingering Injury Table**

The nature of your injury depends on what type of damage inflicted the injury (slashing, bludgeoning, cold, spirit, etc). Roll 3d6 and consult the corresponding Lingering Injury Table to determine what manner of injury or affliction you have received.

Some injuries have a Duration, where they may heal naturally within a certain amount of time. The DM will roll the duration privately, and will keep this to themselves. Rather than give the duration remaining, they will narrate the status of the injury. With a successful Cunning (Healing) check, someone can determine how much longer the injury will take to heal or to become permanent.

### **2. Roll on the Anatomy Table**

You may also need to roll on an Anatomy Table (another handout in this folder) to determine the location of the injury. (Anatomy Tables are in another handout)

### **3. Seek Treatment**

Some (though not all) injuries are treatable. See the Injury Treatments handout for more details. Treatment allows characters to reduce the duration of injuries, or even potentially cure them altogether.  Though the DM always has the final ruling, magical healing is intended to be ineffective at treating lingering injuries unless the treatment section of the lingering injury chart specifies otherwise. Narratively, the magic is considered ineffective at treating the source of the injury or effect. For example, magical healing fixes up the damage from a standard long sword wound without any trouble, but can't knit together a broken bone.

## Earth Damage

This injury is a rarity, as it can only be incurred as a result of a Petrify spell.

# Anatomy Tables

The following tables determine placement of certain injuries.

## Scar Chart

Scar Placement is determined by the chart below. Roll 1d100:

# ***Treatment***

## **Common Treatments**

Different injuries require different forms of treatment. If you go to a healer, the price and difficulty of the procedure will vary depending on the healer's experience level.

 **Amputation** | 1 gp
 **Spirit Healing** | 20 gp

## **Prepping for Surgical Treatment**

Treating a major injury is a true test of a healer's skill. Depending on the severity of an injury, certain treatments and surgeries can be difficult, and many of them may require multiple consecutive attempts before the surgery is successful.

Attempting to treat a major injury requires four things:

1. **Cunning (Healing) focus.** This is a specialized skill and impossible to attempt by anyone untrained.
2. **A Controlled Environment**. This means a stable setting free of threats and distractions for the duration of the surgery. Ideally a dedicated room. At the least, a stable encampment. The space should be well lit.
3. **Healer's Tools**. A set of healer's tools typically includes catgut, needles, clamps, bandages, etc.
4. **Concentration.** The procedure must have the healer's full attention, so they cannot have any concentration-based spells active while attempting the procedure.

## **Initiating Treatment**

Once the requirements are met, a character may initiate the treatment challenge. Each round of the skill challenge takes place as follows:

**1. Healer makes Cunning (Healing) check**

The character attempting the surgery makes a Cunning (Healing) check against the TN of the surgery (with advantage if they have the Chiurgy talent). Each attempt takes 30 minutes.

For Spirit Healers, this will be a Magic (Spirit) check instead. Life Ward can be cast on patients to give better chance of success.

**2. Patient takes damage**

If the Healer's check fails, the patient takes damage scaling with the severity of the failure and the severity of the injury. This can be 1d6, 2d6, 3d6, or 4d6 damage, depending on the situation. The DM will roll this damage, and the patient will be privately informed how much damage is done but the healer will not. The healer can attempt to discern how much damage was done by assessing the patient (see next step).

**3. Assessing the Patient's Condition.**

Any character proficient in Healing may assess the patient's condition after damage is done. Roll Cunning (Healing):

 6-7
 8-10
 11-15
 16+

**4. Decision to continue**

If the TN was not met, it increases (cumulatively) by 1. The surgeon may choose to continue with the surgery and make another Cunning (Healing) check, or abandon the surgery.

5. **Dying Patients**

If a character's HP is reduced to 0, they are Dying (but take no new injuries). As soon as the healer abandons the surgery, the patient is stabilized and they regain 1 HP. If the surgeon unknowingly continues the surgery on a Dying patient and their next check deals any amount of damage, the patient will die if no action is taken to stop them.

If the surgeon knowingly wishes to proceed with the surgery on a Dying patient, they must first heal the patient using a health potion or healing spell to increase their HP to a healthy level.

## **Assisting a Healer**

**Second Healer**

A character may use the Help action to assist with the procedure if they are proficient in the Cunning (Healing) focus. In this case, the lead healer rolls their Healing checks with advantage.

Any character proficient in the Healing focus can assist the surgeon by monitoring the patient's condition throughout the whole procedure.

**Other Ways to Help**

Any spell, ability, or mechanic that grants advantage or bonuses to the healer functions as normal, but only pertains to a single Cunning (Healing) check unless the duration of the spell/ability lasts longer than 30 minutes.