Cogent 0.7/Injuries, Saving Throws, and Healing

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## Injuries and the Injury Table

 Medium
 Fatal

When a character scores 1 or above the number of wins rolled by the defender, they injure their opponent. How badly is determined by how many wins they have over their opponent. This is known in cogent as **Victory Level**.

The higher the victory level which the attacking player achieved over their opponent, the more control they have over the situation and what happens to the opposing character. See the table further down the page for a breakdown of how this works.

If the attacker scores an equal or lesser number of victories, nothing happens. The defender has successfully defended themselves.

Every character has a limited number of injuries they can sustain. A character may suffer 4 minor injuries, 2 medium injuries, and 1 serious injury and still be capable of fighting. If the character receives a 5th minor injury after receiving 4, they will go into the downed state and will be forced to make saving throws.

However, there is no interaction between the different kinds of injuries. Characters  who received 3 minor injuries may still receive two medium and a serious injury and still be standing. It is only if they exceed the number of injuries in their row that a character goes down.

 1 over
 2 over
* ***Bypass Reach Weapon*** *–* Enters melee range against an opponent with a reach weapon, rendering the reach weapon ineffective. The attacking character gets one free attack before the reach weapon wielder takes their next action. Not available to ranged weapons.
 3 over
* ***Trip the opponent or drag them to the ground*** *–* the opponent falls prone, giving them **-4 dice** on their defense rolls. Their opponent may get one more attack on them before they get up on their next turn. Their opponent may attempt to grapple them to keep them on the ground.
 4 over
* ***Disarm the opponent –*** robs the opponent of use of their weapon. It clatters on the ground out of reach. Not available to ranged weapons.
* ***Dismember the opponent’s arm, leg, or extremity*** – which also gives a serious injury to the opponent and robs them of the use of the weapon which they are holding in that hand. Not available to ranged weapons.
 5+ over
* *May select any outcome higher on the table*

## Death Saving Throws

 Medium
 Fatal

Whenever a character is downed, they must make death saving throws, which are very similar to how they work in D&D. The character is bleeding out or otherwise mortally wounded and will die if not tended to immediately. They must fight for their lives.

Roll a flat 1d20. If the roll is 10 or higher, the characters succeeds at one of their saving throws. Otherwise, they fail. On their third success, they manage to stabilize themselves. On their third failure, they die. The success and failures do not need to be consecutive. If a character takes any damage while they are downed, they suffer a death saving throw failure.

If a player rolls a 1 while rolling their saving throws, it counts as two failures. If a player rolls a 20, their character immediately stabilizes.

When a character stabilizes, the number of saves they obtained is reset. They remain incapacitated and must be tended to for a long period of time by a healer or doctor before being able to fully recover.

## Stabilizing another character

Characters may help other characters who are bleeding out make their saving throws. In these instances, the character assisting may substitute their own saving throw roll, which is:

**Saving throw assist roll:** ▢ 1d20 + **Medicine**
If this roll fails, it counts as a failure towards the dying character’s failed saves.

## Healing

 Medium Injury
 Serious Injury
 Fatal Injury

Once a character is stabilized, they will still have their injuries. Characters with fatal wounds cannot move. They will have to be carried somehow if it is necessary to move them.

The process of healing injuries is a long and arduous one. It involves demoting injuries gradually until every injury has become a minor injury which can be removed. Every day, a character who is injured may choose to make one medicine check on one of their injuries. The challenge level of the medicine check will vary depending on the severity of their injury. If the medicine check succeeds, the character may demote the injury by one level, though there must be an open injury slot for that wound to occupy.

When a minor injury is demoted, it is considered to be fully healed.

Other characters may attempt the daily medicine check on wounded characters. However, this counts towards the one daily medicine check which may be attempted on the character.

## Medical Supplies

 Medical Supplies

Certain items and locations can improve the outcomes of medicine rolls. The supplies from a First Aid Kit will add 1 guaranteed win to medicine rolls, while more comprehensive medical supplies will add 2 guaranteed wins.

Some equipment can only be found within a hospital room or a ship’s sick bay. If a medicine check is attempted within such a facility, add 2 guaranteed wins and heals 1 Minor Wound automatically every day a character spends resting there.

It is up to the DM’s discretion whether medical supplies are consumed upon use and how many uses they have. It is also up to the DM’s discretion whether medical supplies can be used together, and whether the Hospital Room consumes medical supplies when used.

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