Injury Table

## Rules

Injuries: Roll 2d30 once per encounter when you are reduced to ½ or less HP. Heal checks to remove injuries take 1 min. If an injury has a lingering effect the duration of that effect can be reduced by 1 day with a successful DC 20 heal check, which can be attempted once per day; failure by 10 or more increases the length of the injury by one day.

Any creature with regeneration is treated as if it received a successful heal check 1 round after the injury was sustained.

## Injuries

1. If you roll this, you did something wrong.
2. **Broken Neck**: Helpless. Requires intense rehab process including at least 20 points of healing every day for 2 weeks and DC 20 heal checks.
3. **Partially Severed Arm**: Can not be used. Requires intense rehab process including at least 20 points of healing every day for 2 weeks and DC 20 heal checks.
4. **Eye Ruined:** As severe black eye. Requires intense rehab process including at least 15 points of healing every day for 2 weeks and DC 20 heal checks.
5. **Massive Internal Hemorrhaging**: as Bile leakage, but once healed fatigue for 2-4 days.
6. **Upper Spinal Injury**: paralysis until healed until 1/4 / 3/4 hp AND DC18 heal check.
7. **Punctured Lung**: Begin suffocation. Requires DC 20 heal (this takes 2 full actions) or 5 pts of magical healing. This healing also goes into hp pool
8. **Eviscerated**: Bleed 1. Requires DC 20 heal (only takes one full action) or 5pts of magical healing to remove–this healing does not go into characters hp pool.
9. **Compound Leg Fracture**: as broken leg, but once healed -5 move speed and -1 AC for 2-6 days.
10. **Broken arm**: Can’t use till healed past bloodied AND arm is set (DC18 heal)
11. **Out Cold**: unconscious for one round, Then Concussion.
12. **Severe memory loss**: 50% chance of casting failure. Cannot remember past for 24 hrs. -5 skill checks
13. **Shattered ribs**: as broken ribs, but once healed -2 to reflex saves for 2-6 days.
14. **Broken ribs**: Half actions or take (HD) damage until healed past 3/4s.
15. **Broken leg** : ¼ move speed, -5 tumble, and -2 dodge penalty to AC till healed past 3/4 AND leg is set (DC20 heal)
16. **Weapon lodged into body**: Can never stabilize until weapon is removed (DC18 heal). If the patient is healed for more than HD damage, the DC to remove weapon increases to 25. If the patient takes strenuous action with a weapon sticking in em they take HD damage. If ranged weapon, roll again.
17. **Brain lesion**: As brain trauma, but once healed -4 initiative for 2-6 days.
18. **Artery nicked**: weakened (-6 Str/Dex) until healed past ¾ HP, dies in 10 min if not healed to at least ¼ HP OR DC 20 heal check is made.
19. **Spinal Fracture**: Fall prone. Unable to stand until healed to 1/4 / 3/4 hp.
20. **Brain trauma**: confused for 5 minutes. Each round DC 16 fort negates for that round. heal to ¾ to end.
21. **Weapon Hand Shattered**: as hand smashed, but once healed -1 on attack rolls with affected hand for 2-4 days.
22. **Bile leakage**: -2 str, -2 dex, exhaustion. DC (dmg) fort suspends.
23. **Arm dislocated**: Can’t use till relocated (DC12 heal, full round action which can be done as part of a full defensive). Sufferer can pop back in with DC 15 fort save. Failing the heal check still fixes the arm, but all checks made with the arm take -2 for 1-4 hours.
24. **Concussion**: -1d4Wis, -1d4Int, 20% miss chance until healed to ¾.
25. **Punctured Diaphragm**: exhausted for 24 hrs or until healed for 3/4 hp.
26. **Seizures**: bright lights result in unconsciousness and helplessness for 1d4 rounds DC 14 will of fortitude negates for 2 rounds. Lasts for 2 days or until healed to full.
27. **Forehead Badly Slashed/Eyes Blackened**: blinded until healed to ¼ / ¾ OR DC 18 heal check.
28. **Bruised Kidney**: DC 5+Dmg fort save or stunned for 1d4 rounds.
29. **Weapon damaged**: -2 attack with random wielded weapon until repaired (DC 17, 4 minutes).
30. **Armor Rent**: -2 AC from armor until repaired (DC 17, 4 minutes).
31. **Knee smashed**: -2 AC, ½ move speed, and -3 tumble till healed to ¾
32. **Severe Nerve Damage**: DC 10+dmg on any damage, failure causes equal nonlethal damage until healed to full hp.
33. **Stomach Wound**: Sickened till healed past ¾ HP
34. **Internal bleeding**: -3 on fort saves, -5 move speed until healed to ¾
35. **Hand smashed**: -2 to atk with right hand till healed to ¾ and DC 20 heal.
36. **Back Strained**: ½ carrying capacity until fully healed.
37. **Fractured Carpal**: -2 Dex until healed to ¼ / ¾ hp.
38. **Torn Ligament**: -2 str until healed to ¼ / ¾ hp.
39. **Shoulder wound**: -2 checks with that arm. Shield bonus halved until healed to ¼ / ¾ hp.
40. **Dizzy**: treated as flat footed against all attacks and cannot make attacks of opportunity until 3/4 hp.
41. **Septic Wound**: 50% save vs filth fever. 25% save vs red ache. 25% save vs the shakes.
42. **Severe Black Eye**: 20% miss chance for 12 hrs or until healed to 1/4 / 3/4 hp.
43. **Ankle damaged**: no shifting until healed to ¼ / ¾ hp. -2 tumble.
44. **Throat Shot**: fatigued for 24 hrs or until healed to 1/4 / 3/4 hp. No shouting.
45. **Bloody mess**: looks far worse than it is. DC (dmg) will save or shaken until healed or DC 16 heal or diplomacy check (either takes 1 standard action).
46. **Unreactive**: -2 AC. Critical threat range doubled on all attacks against you until 3/4 hp.
47. **Bell Rung**: Dazzled for 5 minutes
48. **Minor Amnesia**: -2 all skill checks for 12 hrs.
49. **Armor Dinged**: -1 AC from armor until repaired (DC 14, 2 minutes).
50. **Face rent (teeth lost)**: as face disfigured, but -2 on social skills for 1-4+1 days after.
51. **Fractured Tarsal**: -5ft movement speed until healed to ¾  hp
52. **Weapon Dinged**: -1 attack with random wielded weapon until repaired (DC 14, 2 minutes).
53. **Face disfigured**: -4 social skills except intimidate, which gets +2 till healed to ¾
54. **Ruptured Eardrum**: -6 listen and balance until healed to ¾ hp.
55. **Fazed**: -10 initiative until healed to ¾ hp.
56. **Wind knocked out**: Fatigued for 2 rounds (one with DC (5 + Dmg) fort save.
57. **Broken Jaw**: no communication until healed to ¼ / ¾ hp. Spells with verbal components can only be cast with concentration check (DC 15+spell level)
58. **Void Bowls**: -2 to all social skills until a good bath and change of britches.
59. **Nose broken**: No smelling till healed to full.
60. **Second Wind**: +HD to next amount healed.