Lingering Injuries

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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