Grievous Injuries

 

Chart P

 Chart S

 Chart C

Wound Placement Chart

Combat is always dangerous, even for expert fighters going against lesser combatants, because a stray sword blow can maim or puncture something vital.

Every time a wound is absorbed by someone, character or opponent, a roll should be made based on the following chart. If Grievous Injury results, observe the Damage Type of the weapon. It will be P (piercing), S (slashing), or C (crushing) type damage, and you should roll on the appropriate chart.

The "Amount of Damage Done" refers to actual damage, after modifications have been made for armor, etc.

If Grievous Injury is not taken, your ST may chose to roll on the Wound Placement Chart to determine where you are hit, though this will not affect your fighting in any way (it will just tell you where you have scars!)

Amount of Damage Done % chance of Grievous Injury


1-6 None. If desired, consult Wound Placement Chart to determine where the wound is.

7 10% 12 60%
8 20% 13 70%
9 30% 14 80%
10 40% 15 90%
11 50% 16+ 100%


Chart P

 Chart S

 Chart C

Wound Placement Chart 

Note that any blow which does more than half a character’s total damage points of actual damage to that character will knock them to the ground and they must take a Pass action on the next quint, and the next quint only.

Also note that wounds indicated by the various charts might not always be realistic or appropriate for the situation or types of weapons used. The ST should use these charts, just like all other ‘rules’, as a guideline for role-playing, and modify the results as desired.

Notes on wound descriptions –

Staunching Wounds – If a grievous wound indicates that blood loss is causing continued damage and the character does not want to suffer more damage, they must staunch the wound. To do this they must cease all other action and apply pressure to the wound. If the victim is unconscious, this must be done by another person. The Staunch % is the chance per quint that the bleeding will be stopped and any progressive damage ceased as long as continual pressure is applied. Any amount of magical healing will immediately staunch the wound.

If "Pass" is present after the wound description, a pass action must be taken during each successive quint until you roll your recovery percent. After a Pass indicator, a % will appear. Multiply this by your Willpower to discover your percent chance of recovering from the pass action. If your first roll is successful, no pass action need be taken, even in the first quint. If not, you must pass each successive quint until you roll your recovery percent. Then, you may take action the next quint.

If you have a very high willpower, you will get bonuses to your recovery percent.


If your willpower is 23, add one to the multiplier %.
If 24, add two.
If 25, add three.
Thus, if your willpower is 25 or above, you never need take a pass action. Remember that a person cannot staunch if they are taking a pass action.

An example – At the end of a wound description, it says, "Pass at 2%." Your willpower is 21. Take 21 times 2%, and you get 42% as your recovery roll.

Unconsciousness – If a victim loses consciousness, it will usually be regained in 1-20 quint if it is due to pain (victim may awaken sooner if they have a high willpower, at the rate of 1 quint for each willpower point above 17. The unconsciousness will always last at least 1 quint, however.) If unconsciousness is due to a blow to the head, the loss will be for 1d20 minutes, with no willpower bonuses.

 

 

Wound Placement Chart

Roll a 1d100.

1-6     Right hand

68-70 Face

7-12   Left hand

71-73 Head

13-21 Right forearm

74-78 Chest or Upper Back

22-30 Left forearm

79-83 Stomach or Lower Back

31-40 Right upper arm

84-87 Right hip

41-50 Left upper arm

88-91 Left hip

51-58 Right shoulder

92-95 Right Thigh

59-67 Left shoulder

96-00 Left Thigh

 

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