Major Wounds

(Lee Barklam)

A critical hit that reduces a character’s Health Points to zero or below causes a major wound – these are wounds that can have lasting detrimental effects on a character and some GMs may choose to ignore this rule. However, in keeping with the brutal nature of combat, these rules are provided for gamers who acknowledge that victory or death are not the only two outcomes of combat. Even a victorious combatant can be scarred or crippled in a hard-won fight.

Example Injury
1-2StrengthInjury to bones, muscles or internal organs
3-4ReflexesInjury to joints, nerves, hands or sensory organs
5IntelligenceInjury to the brain
6Psychic TalentPsychological damage from the attack
7-8LooksDisfiguring scars
Once a major wound has occurred, the GM rolls 1d8 on the table to determine the ability score that has been affected by the major wound. The character loses 1d4 points from that ability score as a result of the injury. If medical attention is received within 2 rounds (either magical healing that completely restores the Hit Points lost in the attack or by someone with a medical talent or skill), the ability score damage is reduced by one (to a minimum of one). The GM should be creative when explaining the effect of the critical hit and the player should role-play not just the reduced ability score, but also the injury itself (and maybe a healthier respect for the dangers of combat!).

Crippling Injuries

Once an ability score has been reduced to 6 or below from one or more Major Wounds, the character suffers a crippling injury. This could be the complete or majority loss of a sense, or a limb, etc. Whilst no rules could adequately capture what it is like to play a blind character or a paraplegic character, the players should consider how this will affect their adventuring career. Most adventurers will retire upon suffering a crippling injury, to live out the rest of their lives in whatever comfort their spoils of adventure can provide.

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