Grievous Wounds

**Requires**: Course of Wounds

During an adventure, you might receive damage so severe that it leaves a long-term injury, called a **Grievous Wound**. You gain Grievous Wounds by dying or taking damage while dying. The Grievous Wound gained is rolled for on the table below. Note that you gain a Grievous Wound only after the damage has completely resolved and your HP remains at 0. For example, if an ally uses a Reaction to heal you immediately after your HP reaches 0, then you are not dying and do not gain a Grievous Wound.

Grievous Wounds last until removed through special abilities. When a character gains a Grievous Wound, roll once on the Table of Grievous Wounds for the column which is most appropriate for the type of damage received to see which Grievous Wound they get. If a character rolls a Grievous Wound that is incompatible with the wounds they already have, reroll.

If a roll for a Grievous Wound results in a 19 or higher, no wound is gained. If a roll for a Grievous Wound results in less than a 3, the GM chooses: either the roll is treated as a 3 or the target instantly dies.

**Course of Heroism** **Compatibility**: Hero Points spent on Grievous Wound rolls (Boost or Reroll) cost 3 Hero Points instead of 1.

**Course of Flux** **Compatibility**: Wounds may be invoked or compelled as a Grate.

## List of Grievous Wounds

**Achilles’ Heel**

You take a -3 to Speed and walk with a limp.

**Amnesia**

You take a -2 penalty to Intelligence.

**Arcane Glow**

Your skin creates a dim light in a bright color within a 3 meter radius.

**Armor Damage**

Your armor is ruined and worthless. This does not count as a Grievous Wound for the purpose of death. If you aren’t wearing armor, reroll.

**Arr!**

You are blind in one eye. You take a -1 to Perception.

**Arrow to the Knee**

You take a -2 to Speed. Your adventuring days are over.

**Bad Back**

You take a -2 to Speed and a +2 to checks made to get kids off your lawn. Additionally, your maximum Bulk when wearing a backpack is reduced by 20.

**Blinded**

You cannot see and take a -2 to Perception.

**Broken Arm**

You take a -1 to Dexterity and can’t use one of your arms.

**Broken Leg**

You take a -2 to Speed and a -1 to Agility. You walk with a limp.

**Broken Nose**

You cannot perceive smells.

**Broken Ribs**

You take a -2 to Strength.

**Burnt Inventory**

Everything in your inventory is ruined, including your armor. This does not count as a Grievous Wound for the purpose of death.

**Burnt Out**

You are dispirited. Lose -1 Spirit.

**Burnt Tongue**

Take a -1 penalty to casting rolls and Charisma checks.

**Charmed**

Make a DL 15 Wisdom check. If you fail, you are permanently compelled to befriend your charmer, considering them a closer ally than your real allies.

**Chilled**

You can never become warm and you constantly shiver. You take a -1 to Agility and you are vulnerable to cold.

**Concussed**

You take a -1 to Perception and a -1 to Intelligence.

**Cool Scar**

If you already have scars or an **Ugly Wound**, take a -1 to Spirit OR a -1 to Charisma. Otherwise, enjoy your cool battle scar.

**Crushed Trachea**

You can't speak loudly. All spells cost 1 MP more.

**Cursed**

Every die value is considered 1 lower (minimum 1) except for the purpose of doubles and triples.

**Dain Bramage**

You take a -1 to Intelligence.

**Deafened**

You cannot hear and take a -2 to Perception.

**Decapitated**

If this is your first Grievous Wound, reroll. Otherwise, you are dead.

**Dispelled**

Your spellcasting ability is significantly weakened. All MP costs are tripled.

**Dizzy**

When you roll doubles, reroll. This can happen at most once per roll.

**Elbow Pierced**

You take a -1 to Dexterity. Your funny bone ain’t feelin’ so funny right now.

**Fatigued**

You are permanently fatigued. If you receive this Grievous Wound again, instead of rerolling as normal, you become permanently exhausted; this would count as a second Grievous Wound.

**Gone Dark**

See **Blinded**.

**Gory Leg Wound**

You take a -3 to Speed and walk with a limp.

**Gut Slice**

You take a -1 to Strength. You didn’t need that organ anyway.

**Heart Shot**

Make a DL 13 Strength check. If you fail, you are dead. If you succeed, this wound has no permanent effect but still counts as a Grievous Wound.

**Hemoptysis**

You begin coughing up blood. Your Strength is considered 1 less for the purpose of Resting Recovery (min. 0).

**Hit in the Artery**

Your inventory is soaked in your own blood. You also gain a **Lame Scar**.

**I Bit My Tongue**

You thpeak with a lithp. You take a minuth 1 penalty when making Thpirit and Charithma checkth.

**I See the Light**

You know you are near death. If you survive, you gain +1 Wisdom for understanding how close you were to the other side.

**I’m So Cold…**

You begin shivering. You take a -1 to Dexterity. That is, if you survive.

**In the Shoulder**

You take a -1 to Strength and can’t hold items with one of your arms.

**Incorporeal**

You become incorporeal. You are unable to interact with physical objects. You can't fly or move through walls thicker than three inches. You can't be damaged by physical attacks, but magical attacks are dealt normally. You may spend 1 MP as a Free Reaction to gain a temporary semi-corporality, allowing you to interact with the physical realm and vice versa (making you vulnerable to attacks) until the start of your next turn. If you were wearing armor when you became incorporeal, it no longer has an effect. An incorporeal creature’s Health is Wisdom-based instead of Strength-based. Your Vim is always at its maximum. When you would spend Vim, instead spend half as much MP rounded up. Your HP and MP are restored by Wisdom + 1d6 every Rest. You don't need to eat, breathe, or sleep. You are damaged by positive (healing) energy and healed by necromantic energy.

**Just Resting**

You fall unconscious for 1d6 hours. If you survive, you develop narcolepsy. From now on, failing any check or casting roll by 6 or more results in falling prone and unconsciousness for 1d6 rounds.

**Lame Scar**

Take a -1 to Spirit OR a -1 to Charisma.

**Lethargy**

Your maximum Vim is halved. This applies proactively, halving any increases to your maximum Vim as well.

**Losing Hope**

Make a DL 12 Wisdom check. If you fail, you die. If you succeed, you fall unconscious until the end of the Encounter.

**Low Blow**

You can no longer bear children.

**Missing Digits**

You lose 1d3 digits. You take a -1 to Dexterity.

**Missing Ear**

You take a -1 to Agility. Maybe try painting?

**Muscle Weakness**

You take a -1 to Strength and Dexterity.

**Muscle Spasms**

Take Ebb on all Dexterity checks.

**Never Rested**

When you heal naturally (such as from a Rest) you receive only half of the HP, MP, and Vim as you would normally.

**Nightmares**

You have recurrent dreams of your wounding. Your Strength is considered 1 less for the purpose of Resting Recovery (min. 0).

**Obliterated**

If this is your first Grievous Wound, reroll. Otherwise, you are dead.

**Overburnt**

You are vulnerable to burning.

**Pained Focus**

Your recurring pain makes it difficult to concentrate. Whenever you spend MP or Vim (including spells that cost 0 MP and abilities which cost X Vim but you spend 0), spend 1 more. Additionally, take a -3 penalty to checks made to maintain a spell.

**Painful Fears**

Gain Ebb on all checks related to how you received your injury.

**Petrified**

Make a DL 15 Spirit check. If you succeed, take 3 stun and paralysis damage. If you fail, you turn to stone.

**Pierced Hamstring**

You take a -3 to Speed and walk with a limp.

**Pierced in the Hand**

You take a -1 to Dexterity and can’t use one of your hands.

**Punctured Lung**

You lose 3 max HP and 2 Speed.

**Resourceful Shield**

If you are wearing a backpack, some of its contents have been slashed and the backpack is ruined. This does not count as a Grievous Wound for the purpose of death. If you are not wearing a backpack, your spine has been severed – see **Severed Spine**.

**Rift in Space**

You are teleported to a random location somewhere within 30 miles.

**Right Between the Eyes**

You take a -1 to Intelligence. Make a DL 13 Strength check. If you fail, you are dead.

**Right in the Ear**

You take a -1 to Agility. Maybe try painting?

**Ruined Hand**

You take a -1 to Dexterity and can’t use one of your hands.

**Ruined Leg**

You take a -3 to Speed.

**Ruptured Kidney**

You take a -1 to Strength.

**Schizophrenia**

You have vivid hallucinations and can’t distinguish them from reality. You take a -1 to Wisdom. By spending two Actions making a DL 13 Wisdom check, you can discern something as illusory or reality.

**Seeing Triple**

You see three of everything. You take a -2 to Perception checks and -30 Accuracy on all attacks.

**Sensitive Skin**

You are unable to wear armor, carry backpacks, or put other stress on your torso.

**Severed Hand**

You take a -1 to Dexterity and lose one of your hands.

**Severed Spine**

You are no longer able to control your body below your legs. Consider a wheelchair. With this Wound, your Speed is at most your Strength.

**Shattered Hand**

You take a -1 to Dexterity and can’t fight with one of your hands.

**Shattered Jaw**

All spells cost 1 MP more.

**Shrunken**

You are half as tall and heavy as you used to be. Your Speed is reduced by 4. You take a -1 to Strength and a +1 to Agility.

**Slashed Across the Eyes**

See **Blinded**.

**Sliced Bicep**

You take a -1 to Strength and your Strength counts as 3 less when carrying, lifting, or dragging something heavy.

**Sliced Nerve**

You take a -1 to Agility and sometimes twitch.

**Spastic Muscles**

You gain a tic and take a -1 to Dexterity.

**Spinal Tap**

You are no longer able to control your body below your legs. Consider a wheelchair. With this Wound, your Speed is at most your Strength.

**That Shouldn’t Bend Like That**

You take a -2 to Speed and your carrying capacity is halved.

**Throat Slash**

All spells cost 1 MP more. Your voice is damaged and talking is difficult and painful.

**Time Warp**

You are aged by 2d6 years and are transported 1d6 hours into the future in the same general spatial region. Let’s do it again!

**Ugly Scar**

Take a -1 to Spirit OR a -1 to Charisma.

**Ugly Wound**

Take a -1 to Spirit OR a -1 to Charisma.

**Vertigo**

You take a -1 to Agility. Why is everything spinning?

**Vulnerable**

Roll 1d6. You gain vulnerability to either (1) slashing and bleeding, (2) piercing and bleeding, (3) bludgeoning, (4) fire and burning, (5) galvanic damage, or (6) magic.

**Weak Joints**

You take a -2 to Speed -5 max Vim.

**You Stained It**

Your inventory is soaked in your own blood. You also gain an **Ugly Scar**.