Chart C
Crushing Grievous Wounds- Roll 1d100
1-10 Blow to head. Roll under 2x Willpower to remain conscious. Pass at 2%.
11-13 Hip bone crushed. Take 10 additional damage and fall. Unable to stand until
healed. If the wound heals without magical aid, your speed rating will be
permanently reduced by 3. Pass at 1%.
14-20 Shoulder is dislocated or broken. Take 2 additional damage and Pass at 2%.
Arm is useless until healed. Odd left, even right.
21-26 Arm is struck and broken. Take 2 additional damage and Pass at 2%. Arm is
useless until healed. Odd left, even right.
27-28 Hand is crushed. Drop whatever you are holding and take 3 additional
damage. Useless until healed. Pass at 2%. Odd right, even left.
29-33 Skull is fractured. Take 10 additional damage and roll under your Willpower
to remain conscious. Pass at 1%.
34-35 Heavy blow to the face. Take 5 additional damage, reduce Attractiveness by
5 if not magically healed. Automatic pass first quint, then pass at 1%.
36-42 Blow to shoulder. Take 2 additional damage and roll a 1d6. This is the
number of quints the arm is useless due to being stunned.
43-44 Knee is crushed. Take 5 additional damage and roll under 2x
Willpower to remain conscious. Movement rate is reduced to 1. Pass at 3%.
45-52 Blow to thigh. Take 3 additional damage and reduce your speed rating by 2.
53-54 Heavy blow to stomach. Take 5 additional damage plus 1 per quint until
magically healed, or you will die. Pass at 1%.
55-80 Moderate blow to area indicated by Wound Placement Chart. Take 4
additional damage. If blow is to head, Pass at 3%. If to face, Pass at 2%.
81-91 Heavy blow to area indicated by Wound Placement Chart. Take 10
additional damage. If blow is to any limb or hand, it will be useless for 1d20 quints. If to head, Pass at 2% and roll under 2x Willpower to remain
conscious. If to face, Pass at 1%. If to body, take damage and Pass at 3%.
92-96 Sharp blow to the skull, rendering the victim unconscious.
97-00 Powerful crack to the ribs. Roll a 1d10. On 1-6, ribs are broken. Take 3
additional damage, reduce speed rating by 4, and Pass at 3%. If 7-9, ribs splinter into lungs. Take 7 additional damage plus 1 per quint for 1d20 quint.
Pass at 1%, reduce speed rating by 5, and the victim will be unable to exert himself or herself until healed. If 10, the heart is bruised or torn. Take 10
additional damage plus 3 per quint until magically healed, or victim will die. Pass automatically this quint, then Pass at 1%.