Lingering Injuries
Sometimes, a hero will sustain a significant injury. A club from a trollkin berzerker might crack a rib, or an unfortunate encounter with a swarm of bendelexes might leave an adventurer with severe internal bleeding.
Giving a hero a lingering injury can be a meaningful way to remind the heroes that they are not immortal, and that sometimes they are not up to the task of defeating every monster they encounter. Note, however, that lingering injuries can seriously inhibit a hero’s ability to function and should only be used sparingly. As a frame of reference, you might considering lingering injuries if:
- A major villain or boss monster crits
- A hero takes damage equal to or greater than 1⁄2 their maximum HP
- The heroes confront a monster that they have been told is far too powerful for them to face
The following table provides example lingering injuries, along with INT/Medicine checks that might speed up an recovery process.
| Injury | Effect | Recovery Time | Treatment Dc | Treated Recovery Time |
|---|---|---|---|---|
| Broken Arm | You cannot use unwieldy or two-handed items. | 6 weeks | 14 | 4 weeks |
| Broken Back | You are Paralyzed. | 6 months | 30 | 4 months |
| Broken Leg | You are Slowed and your vertical and horizontal jump distances are each reduced to 1 ft. If you use more than 1 AP to move, make a DC 15 DEX check. If you fail, you fall Prone. | 3 months | 18 | 2 months |
| Broken Rib | At the start of each of your turns in combat, make a DC 12 END check. If you fail, you are Staggered until the beginning of your next turn. | 6 weeks | 22 | 4 weeks |
| Disfiguring Scar | You have +2 Intimidating and Menacing, but -4 Gossiping and Persuading. | Never | - | Never |
| Gouged Eye | You have +2 Intimidating and Menacing, but -4 Perceiving and -4 to Initiative. | Never | - | Never |
| Infection (Mild) | You are Demoralized | 2 weeks | 9 | 1 week |
| Infection (Severe) | You are Demoralized and Chilled. | 2 months | 12 | 1 month |
| Internal Bleeding | At the start of each of your turns in combat, make a DC 17 END check. If you fail, you are Staggered until the beginning of your next turn. | 1 month | 28 | 2 weeks |
| Punctured Lung | At the start of each of your turns in combat, make a DC 17 END check. If you fail, you are Stunned until the beginning of your next turn. | 6 weeks | 26 | 4 weeks |
| Severed Foot | You are Slowed and your high and long jump distances are each reduced to 1 ft. If you use more than 1 AP to move, make a DC 15 DEX check. If you fail, you fall Prone.
If you train rigorously for 1 year or get a prosthetic limb, you can overcome this penalty. |
Never | - | Never |
| Severed Hand | You cannot use unwieldy or two-handed items.
If you train rigorously for 1 year or get a prosthetic limb, you can overcome this penalty. |
Never | - | Never |
| Tinnitus | You have -4 Balancing and Perceiving. | 9 months | 25 | 6 months |
| Vertigo | At the start of each of your turns in combat, make a DC 15 AWR check. If you fail, you are Sickened until the beginning of your next turn. | 6 weeks | 30 | 4 weeks |
| Wounded Arm | At the start of each of your turns in combat, make a DC 15 STR check. If you fail, you cannot use unwieldy or two-handed items until the beginning of your next turn. | 3 months | 14 | 2 months |
| Wounded Leg | At the start of each of your turns in combat, make a DC 15 STR check. If you fail, you are Slowed until the beginning of your next turn. | 3 months | 14 | 2 months |
*Updated to Print 2