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# Gritty Injury Tables
## Arrow ### Head | Severity | Injury | |:---:|:---:| | 1 | The arrow nicks the target's ear, giving them a -3 penalty to attack rolls and on Wisdom (Perception) checks that rely on hearing until the end of their next turn. | | 2 | The arrow grazes the target's neck, causing them to flinch and suffer disadvantage on attack rolls until the end of their next turn. | | 3 | The arrow grazes the target's cheek, slicing open a wound that bleeds far more freely than expected. The target cannot attack or make opportunity attacks on its next turn as they clasp one hand to their face. | | 4 | The arrow slashes across the target's ear, almost entirely severing the top third. The target is *Winded* until the end of its next turn. In addition the flapping of the detached portion will be very distracting, giving the target a -3 penalty to attack rolls and Wisdom (Perception) checks that rely on hearing checks. After the battle a DC 13 Wisdom (Medicine) check can be attempted to try to stitch the two parts of the ear back together. On a success the ear is successfully reattached, on a failure it is not. Regardless, the penalty is removed. | | 5 | The arrow grazes the target's scalp, causing blood to flow into their eyes. The target is *Staggered* until the end of its next turn. In addition the target has a -5 penalty to attack rolls and Wisdom (Perception) checks that rely on sight. After the battle a DC 13 Wisdom (Medicine) check can be attempted to try to stitch the wound closed. The penalty is removed on a success. This leaves a **Minor Scar**. |
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| Severity | Injury | |:---:|:---:| | 6 | The arrow tears a furrow along the target's jaw, exposing white bone and teeth. The target is *Stunned* until the end of their next turn. At the end of each of their subsequent turns they must make a DC 10 Constitution (Grit) check, removing the *Stunned* condition on a success. The scarring will be unattractive, though not enough to deter people from speaking with the target. This leaves a **Minor Scar**. | | 7 | The arrow enters through the target's cheek, knocks out a couple of teeth, lacerates the tongue and sticks out through the opposite cheek. The target will be *Staggered* and suffer disadvantage on attack rolls and social skill checks until the arrow is removed, requiring a free hand and a successful DC 10 Wisdom (Medicine) check. Failure simply means the arrow remains. After the arrow is removed, the target will spit blood and teeth but suffer only a –3 penalty to attack rolls and social skill checks for the duration of the battle due to pain and the blood trickling down their throat. The tongue and the holes in their cheeks will heal naturally although significant scarring will remain. This leaves a **Horrible Scar**. | | 8 | The arrow enters the target's neck, burying itself to the fletching. Surprisingly, there is very little blood, the arrow apparently having missed the major arteries and veins. The target is *Incapacitated* until the end of their next turn. Until the arrow is removed the target has disadvantage on attack rolls and Strength, Dexterity, and Constitution skill checks and saving throws. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check. On a failure an artery is nicked during the removal process, giving the target an **Open Wound**. A DC 18 Wisdom (Medicine) check will be required to save them from automatically bleeding to death within 2d6 turns. Regardless, they are left with a **Painful Scar**. | | 9 | The arrow enters the target's cheek near the nose and drives on into their nasal cavity, crumpling the thin walls to the nearby sinus. The target will be *Winded* and *Staggered* for the remainder of the battle due to blood and bone fragments filling their mouth and nose. The target is also *Stunned* for 1d4 turns and must make a DC 15 Intelligence save or gain 2 Stress due to the horrifying experience of seeing an arrow sticking from their face. Removing the arrow is pretty straightforward, requiring only an action to do so. This leaves a **Horrible Scar**. | | 10 | The arrow enters through the target's cheek, shattering a couple of upper molars and lodging in the mandibular joint between the upper and lower jaw. The target can no longer open or close their mouth properly and will suffer disadvantage on attack rolls, skill checks, and saving throws until the arrow is removed, due to extreme pain and the blood filling their mouth. Additionally, the target will have a permanent -3 penalty to social skill checks that rely on speech. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is not removed and the target gains a **Festering Wound** as pus seeps from around the wound. A success removes the arrow and leaves a **Painful Scar**. | | 11 | The arrow punctures one of the target's eyeballs, lodging in the bony orbit and causing a clear gelatinous substance to run down their face. The target is *Stunned* until the end of the battle as they rythe in pain, clutching their face. No amount of healing can restore the eye. The target permanently suffers disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attack rolls. | | 12 | The arrow pierces the target's forehead, penetrating the skull by about an inch or two and damaging one frontal lobe of the brain. The target is *Stunned* for 1d6 turns, after which they must succeed on a DC 20 Constitution (Grit) check or fall unconscious for 2d4 turns. If they succeed they will be *Winded* and have disadvantage on skill checks until the end of the battle. Then the target must pass a DC 15 Constitution saving throw or suffer a lethal **Infection**, caused by a **Festering Wound**, making them delirious and helpless within one day and killing him within 1d2 weeks. If the target survives the **infection** they will suffer a random Severity 1 Insanity due to the personality changes caused by brain damage. | | 13 | The arrow slams into the target, going in through the throat and severing a carotid artery in a gush of blood before coming out through the back of their neck, turning them into a gruesome sight indeed. The target falls to the ground and gurgles blood. The target is immediately reduced to 0 health. Death is inevitable within 2d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an **Open Wound** and a **Painful Scar**. | | 14 | The arrow enters through one eye, penetrating into the brain and reducing the target to 0 health. Death is inevitable within 1d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives the arrow will have to be removed. Removing the arrow requires a free hand and a DC 20 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and they suffer a random Severity 1 Insanity due to further damage to the brain. Regardless, the head of the arrow will remain inside the target's skull. The target will suffer a permanent -1 penalty to their Intelligence, Wisdom, and Charisma scores for the rest of their life due to brain damage. Additionally, the target's eye is destroyed, permanently giving them disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attack rolls. | | 15 | The arrow spits the target's head like an apple, killing them instantly. Although their body will continue to twitch for 1d10 turns. |
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### Torso | Severity | Injury | |:---:|:---:| | 1 | The arrow grazes the target's side, causing them to flinch and suffer a -3 penalty to their attack rolls until the end of their next turn. | | 2 | The arrow slices along one rib, slicing the skin to the bone. The target has disadvantage on attack rolls until the end of its next turn. | | 3 | The arrow clips the target's shoulder, knocking them to their knees, prone, as pain shoots through their body. | | 4 | The arrow pierces the target's flank just beneath the skin, the arrow sticking in the wound. The target disadvantage on attack rolls until the end of its next turn, after which the target will have a -3 penalty to attack rolls and Strength (Athletics) checks until the arrow is removed. Removing the arrow requires an action. | | 5 | The arrow lodges under a rib, causing the target intense pain every time they move. The target has disadvantage on attack rolls and their movement speed is reduced by 10 feet until the arrow is removed. Removing the arrow requires a free hand and a DC 13 Wisdom (Medicine) check to pull the arrow out, done either by the target or someone else. On a failure the arrow is removed poorly as the shaft breaks, leaving the arrowhead lodged in the target's ribcage. The DC of the Wisdom (Medicine) check to remove the arrow then increases to 15. A success removes the arrow, and leaves a **Minor Scar**. |
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| Severity | Injury | |:---:|:---:| | 6 | The arrow pierces the target's side, penetrating the wall of muscle and entering their abdominal cavity but missing any internal organs. The target is *Winded* until the arrow is removed. Removing the arrow requires a free hand and a DC 13 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and additional damage was caused, delaying healing. The target cannot regain health during their next long rest. Additionally, the target must make a DC 15 Constitution saving throw or gain a **Festering Wound**. Removing the arrow leaves a **Minor Scar**. | | 7 | The arrow sinks into the target's shoulder (roll 1d4: 1-2 right, 3-4 left) near the neck, barely missing the top of the lung. Due to the discomfort of having an arrow sticking out of their body, the target suffers disadvantage on attack rolls that use that arm, until the projectile is removed. Unfortunately, the point is lodged deep underneath the collarbone, requiring a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else, to avoid puncturing the lung while removing the arrow. On a failure, the target gains a **Punctured Lung**. Removing the arrow leaves a **Painful Scar**. | | 8 | The arrow sinks into the target's belly, forcing them to the ground prone. The projectile has lacerated the intestines, spilling faecal matter into the abdominal cavity. The target is *Stunned* until the end of their next turn. Until the arrow is removed, they are *Staggered*. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done by either the target or someone else. On a failure, the arrow tears a chunk of abdominal muscle out with it, causing severe bleeding as the target gains an **Open Wound**. Additionally, at the end of battle the target must pass a DC 13 Constitution save or suffer a lethal **Infection**, caused by a **Festering Wound** made as the faecal matter seeped into the wound, making them delirious and helpless within one day and killing them within 1d2 weeks. | | 9 | The arrow sinks deep into the target's stomach just beneath the ribs on their left side and damages the spleen, causing internal bleeding. Fortunately, the bleeding will be brought to a halt by the tough membranous covering of the spleen, containing the damage before the target can die from blood loss. The target is *Stunned* until the end of their next turn and will begin **Bleeding Out** (**Open Wound**). Additionally, at the end of battle the target must pass a DC 15 Constitution save or suffer a lethal **Infection**, caused by the **Open Wound**, making them delirious and helpless within one day and killing him within 1d2 weeks. | | 10 | The arrow splits the target's breastbone but loses momentum before piercing their heart. The intense pain renders the target *Stunned* and prone until they can pass a DC 18 Constitution (Grit) check, reducing the penalty to just *Incapacitated*, then requiring another DC 13 Constitution (Grit) check to recover from that. They can start rolling for those saves at the beginning of their next turn. Additionally until the arrow is removed the target has disadvantage on Strength and Constitution checks and saves. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. Removing the arrow leaves a **Painful Scar**. | | 11 | The arrow penetrates between the target's lower ribs, damaging a kidney. The massive bleeding causes the target to begin **Bleeding Out** (**Open Wound**). After falling unconscious, death is inevitable within 3d4 rounds unless by some miracle they are healed up to their Health maximum before then. Until the arrow is removed the target is *Winded*. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and additional damage is caused, delaying healing. The target cannot regain health during their next rest. Removing the arrow leaves a **Painful Scar**. | | 12 | The arrow penetrates the target's chest, collapsing one lung. The target gains one **Punctured Lung**. They must pass an immediate DC 20 Constitution (Grit) check to resist shock or fall unconscious for 1d4 hours on a failure. On a success the target has disadvantage on all attack rolls and on Strength, Dexterity, and Constitution checks and saving throws. Additionally, until they are healed up to their Health maximum, the target must roll a d12 at the end of each of their turns, dropping to 0 health on a roll of a 1. Removing the arrow requires an action and leaves a **Painful Scar**. | | 13 | The arrow tears through the target's chest, damaging the aorta where it connects to the heart. The massive loss of blood causes the target to begin **Bleeding Out** (**Open Wound**). At the end of each of its turns the target must roll a d10 at the end of each of their turns, dropping to 0 health on a roll of a 1 as their heart futilely empties their system of blood. When the target is reduced to 0 health, death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with a **Painful Scar**. | | 14 | The arrow tears out through the target's back, lacerating their liver, severing their abdominal aorta, damaging the spinal cord and forcing them helplessly to the ground, coughing up blood and bilious fluid. The target is reduced to 0 health. Death is inevitable within 2d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an **Open Wound** and a **Painful Scar**. | | 15 | The arrow transfixes the target's heart, killing them instantly. |
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### Arms | Severity | Injury | |:---:|:---:| | 1 | The arrow grazes the target, forcing them to make a DC 10 Constitution (Grit) check or drop the thing they are holding in that hand. | | 2 | The arrow nicks the target's wrist, causing a small but vicious wound. Due to the pain, they'll suffer disadvantage on attacks until the end of its next turn. | | 3 | The arrow slices the target's skin, exposing red, glistening muscle tissue. The target suffers disadvantage on attack rolls and ability checks until the end of its next turn. This leaves a **Minor Scar**. | | 4 | The arrow glances off the target's elbow, sending an electric shock of pain down their arm, making them drop anything they are holding in that hand. The arm is numb and **Useless** for d4 turns. | | 5 | The arrow penetrates the target, the arrow remaining in the wound with the point sticking out the other side. The target must pass a DC 15 Constitution (Grit) check to avoid dropping whatever they are holding. The arm becomes numb and **Useless** until the arrow is removed, which requires an action either by them or someone else, as they grit their teeth against the pain. This leaves a **Minor Scar**. | | 6 | The arrow slices the back of the target's hand, severing tendons and nicking the metacarpal bones between the wrist and fingers. They can still flex their fingers, so they don't drop their weapon, but the distracting sight of twitching tendons and white bone causes the target to duffer disadvantage on attack rolls until the end of its next turn. The target will suffer a permanent -5 penalty to any Dexterity (Sleight of Hand) checks requiring fine manipulation made with that hand due to decreased manual dexterity from not being able to open their hand properly. This leaves a **Minor Scar**. | | 7 | The arrow transfixes the target's hand, passing between the metacarpal bones between wrist and fingers, and nailing it to any shield they might be holding in that hand or to any wall they are standing next to. Until the arrow is removed, requiring an action, the hand is **Useless**. The target also becomes *Winded* until the end of its next turn. Additionally, The target will suffer a permanent -3 penalty to any Dexterity (Sleight of Hand) checks requiring fine manipulation made with that hand due to nerve damage to their middle finger. This leaves a **Minor Scar**. | | 8 | The arrow imbeds into the target's wrist, barely missing an artery. Until the arrow is removed, requiring an action, the hand is **Useless**. The target also becomes *Staggered* until the end of its next turn, at which point they must make a DC 13 Constitution saving throw. On a failure, the target suffers a permanent -3 penalty to any Dexterity (Sleight of Hand) checks requiring fine manipulation made with that hand due to decreased manual dexterity from not being able to open their hand properly. This leaves a **Minor Scar**. | | 9 | The arrow penetrates the target's forearm, the point lodging in one of the long bones of the forearm. The target is *Stunned* for 1 turn. The arm is **Useless** until the arrow is withdrawn, which is very difficult due to the head being firmly embedded in the bone. Removing the arrow requires a free hand and a DC 13 Wisdom (Medicine) check to pull the arrow out, done either by the target or someone else. This leaves a **Painful Scar**. | | 10 | The arrow lodges in the target's elbow, severing the head of one of the long bones of the forearm and jamming the joint at a 90-degree angle. The target is *Stunned* by blinding pain for 1d4+1 turns and the arm is **Useless** until the target is healed until they are Uninjured. Also the head of the arrow will have to be withdrawn. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and the target gains an **Open Wound** as the head nicks an artery. Regardless, the target is left with a **Painful Scar**. | | 11 | The arrow lacerates the target's biceps muscle, also severing the large artery in the arm. Due to the spurting arterial spray, they will begin **Bleeding Out** (**Open Wound**). The arrow will have to be withdrawn, requiring a free hand and a DC 10 Wisdom (Medicine) check to pull the arrow out, done either by the target or someone else. This leaves a **Painful Scar**. | | 12 | The arrow pierces the meaty part of the target's shoulder near the neck, damaging the brachial plexus, the large bundle of nerves supplying the arm. The target must pass a DC 20 Constitution (Grit) check throw to avoid dropping whatever they are holding in the other hand to grasp the injured shoulder, which becomes numb and **Useless**. The target is also *Winded* for 1d6 turns. Unless healed to their health maximum within a day, the paralysis will be permanent, rendering the arm limp and **Useless**. Also the head of the arrow will have to be withdrawn. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and the target gains an **Open Wound** as the head nicks an artery. Regardless, the target is left with a **Painful Scar**. | | 13 | The arrow shatters the target's shoulder-blade and severs the large artery branching off from the aorta to the arm and neck, causing massive internal bleeding. An immediate DC 20 Constitution (Grit) check is required to avoid falling Unconscious for 1d2 minutes. On a success they are instead *Staggered* for 1d2 minutes. They will also begin **Bleeding Out** (**Festering Wound**). If the target wakes up the arrow will have to be withdrawn. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and the target gains an **Open Wound** as the head nicks an artery. Regardless, the target is left with a **Painful Scar**. | | 14 | The arrow enters the target's shoulder at an angle and exits through his neck in a spray of blood. The target sways uncertainty for a moment before their legs buckle and they collapse to the ground, Unconscious. The target is immediately reduced to 0 health. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with a **Painful Scar**. | | 15 | The arrow enters the target's chest cavity through their armpit, embedding itself to the fletching. The target crumples to the ground, gasping and gurgling for a moment while a soft, sucking noise emanates from the wound, before everything is still. The target dies instantly. |
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### Legs | Severity | Injury | |:---:|:---:| | 1 | The arrow grazes the target's foot, causing a small but painful wound, giving them a -3 penalty to attack rolls until the end of their next turn. | | 2 | The arrow grazes the target's ankle, causing them to stumble. The target has a -5 penalty to their attack rolls and Dexterity saving throws until the end of its next turn as they flail their arms trying to keep their balance. | | 3 | The arrow glances off the target's shin. For the next 1d4 turns they are *Staggered* as they limp and gasp from the pain. | | 4 | The arrow slams into the target's kneecap, penetrating about half an inch before tearing out again as the shaft whips around, sending the arrow spinning crazily through the air. The target is *Winded* until the end of its next turn and must pass a DC 10 Constitution (Grit) check or drop prone. | | 5 | The arrow slices a furrow along the target's hip. Distracted by the pain and forced to guard their injured side, the target suffers a -5 penalty to their attack rolls and Strength, Dexterity, and Constitution checks for 1d6 turns. This leaves a **Minor Scar**. | | 6 | The arrow slices across the back of the target's foot, severing tendons to the toes. The target is *Winded* and *Staggered* until the end of their next turn. Then until the end of the battle, the target's AC is reduced by 1, their movement speed is halved and they cannot take the Dodge action, as their toes won't obey them properly which makes finding footing awkward. Unless they are healed up to their Health maximum within 2d4 days, their movement speed will be permanently reduced by 5 feet. | | 7 | The arrow transfixes the target's foot, pinning it to the ground. Until the arrow is removed, the target is Restrained by the arrow and it cannot take the Dodge action. Removing the arrow requires a free hand and a DC 12 Wisdom (Medicine) check, done either by the target or someone else. This leaves a **Minor Scar**. | | 8 | The arrow transfixes the target's calf, fracturing the outer of the two bones of the lower leg. Until the end of battle the target is *Staggered* and has disadvantage on Strength, Dexterity, and Constitution checks due to the blinding pain. In addition, until the target's health is healed up to their Health maximum, their movement speed is halved and they cannot take the Dodge action. Removing the arrow requires a DC 15 Wisdom (Medicine) check. On a failure, the arrow is removed poorly, dragging out a fragment of bone with the arrow. As a result, the target's movement speed is permanently reduced by 5 feet. Regardless this leaves a **Minor Scar**. | | 9 | The arrow slams through the target's knee as the point tears out the back of the joint. The target is *Stunned* until the end of its next turn by the pain. Until the arrow has been removed from the jammed knee, the target's movement speed is reduced to 5 feet and they cannot take the Dodge action. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure the knee is damaged further so that whenever the target attempts to take the Dodge action in combat, they must make a DC 10 Constitution saving throw beforehand. On a failed save, they become *Winded* until the start of their next turn instead. Regardless, fragments of bone left inside the shattered joint causes the knee to stiffen up and lock itself at inopportune moments, permanently reducing the target's movement speed by 5 feet. This leaves a **Painful Scar**. | | 10 | The arrow shatters the target's shinbone, knocking them to the ground, prone as they writhe in pain. They are *Stunned* for 1d4 turns and are unable to support themselves on that foot, which is considered **Useless**, until the fracture has healed after someone sets the bone with a DC 13 Wisdom (Medicine) check and the target rests for six weeks. If the check is not successfully performed within 2d4 days the target's movement speed is permanently reduced by 10 feet as the bones fail to heal properly. This leaves a **Minor Scar**. | | 11 | The arrow shatters the target's kneecap, knocking them to the ground prone. They are *Stunned* from the pain for 1d6 turns. They are unable to support themselves on that leg, which is considered **Useless**, until the fracture has healed after someone sets the bone with a DC 15 Wisdom (Medicine) check and the target rests for six weeks. However the target's knee is so damaged that whenever they attempt to take the Dodge action in combat, they must make a DC 10 Constitution saving throw beforehand. On a failed save, they become *Winded* until the start of their next turn instead. This leaves a **Painful Scar**. | | 12 | The arrow sinks deep into the target's thigh, cracking the thigh-bone. The target falls to the ground, prone, clasping their leg in agony. The target is *Stunned* until the arrow is removed, then afterwards they become *Winded* and suffer disadvantage on Strength, Dexterity, and Constitution checks and saving throws for the duration of the battle due to the agonizing pain. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and the target gains an **Open Wound** as the arrowhead lacerates muscle on its way out. A success removes the arrow and leaves a **Painful Scar**. The target is unable to support themself on that leg, which is considered **Useless**, until the fracture has healed after someone sets the bone with a DC 13 Wisdom (Medicine) check and the target rests for six weeks. | | 13 | The arrow sinks into the target's thigh, nicking the large femoral artery. The target is *Staggered* for the rest of the encounter and massive bleeding causes the target to begin **Bleeding Out** (**Open Wound**). After falling unconscious, death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, the arrow will need to be removed. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is poorly removed. This leaves a **Painful Scar**. | | 14 | The arrow slams into the target's hip, shattering bone and lacerating nerves and major blood vessels inside the pelvis. The target is immediately reduced to 0 health. Death is inevitable within 2d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an **Open Wound** and a **Painful Scar**. | | 15 | The arrow shatters the femur and lays open the femoral artery, causing the target to fall unconscious to the ground, dying inevitably in 1d4 turns in a bright pumping spray of arterial blood. No amount of healing can save them. |
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## Bludgeoning ### Head | Severity | Injury | |:---:|:---:| | 1 | The weapon glances off the side of the target's head, making a ringing noise. The target has a -3 penalty to their next attack roll. | | 2 | The blow glances off the target's cheekbone, giving them a black eye. The target cannot attack or make opportunity attacks on its next turn. | | 3 | The weapon glances off the bridge of the target's nose, making them see bright flashes as their eyes water. The target takes a -3 penalty to attack rolls for 1d4+1 turns. | | 4 | The weapon smashes into the meat of the target's neck, straining the large neck muscles. The target takes a -5 penalty to attack rolls for 1d4+1 turns. | | 5 | The weapon lands a solid blow on the side of the target's head, bursting the eardrum as a small rivulet of blood runs down their neck. The target is *Winded* until the end of their next turn and will suffer a -5 penalty to all Wisdom (Perception) checks that rely on hearing until the eardrum has sealed itself in 1d2 weeks. |
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| Severity | Injury | |:---:|:---:| | 6 | The blow connects to the target's head with a sickening thud. Concussed, they fall to the ground prone and *Staggered* until they succeed a DC 10 Constitution saving throw at the start of their turn to regain full consciousness, re-rolling each turn until they succeed. For the rest of this battle they will suffer a -3 penalty to their attack rolls and skill checks due to dizziness and nausea. Additionally, the target must also make a DC 10 Intelligence save or suffer short-term amnesia, not remembering a thing about the battle or how they ended up in it. | | 7 | The weapon fractures the target's nose, Stunning them until the end of their next turn as they spit blood. On their next turn after that they are considered *Winded* and must make a DC 10 Constitution (Grit) check at the start of their turn to recover, re-rolling each turn until they succeed. The target's nose is smashed, giving the target disadvantage on Wisdom (Perception) checks that rely on smell and a -3 penalty on Charisma (Persuasion) checks. A successful DC 13 Wisdom (Medicine) check removes the penalties. This leaves a **Minor Scar**. | | 8 | The blow crashes into the target's skull, fracturing it on impact. The target is *Stunned* until the end of their next turn, at which point they can make a DC 10 Constitution saving throw on each of its subsequent turns to end the effect. The blow has caused a splinter of bone to press into the target's brain, starting a slow bleeding between the brain and the skull that will keep expanding, eventually killing them unless pressure is relieved. The target will lose 1 health every hour, falling into a coma when their health reaches 0 and dying within another 1d8 days. The only effective cure is a procedure called trepanation, which involves removing a piece of the skull by drilling or boring into it, thus relieving the pressure and allowing access to remove the splinter. This requires someone else to make a DC 15 Wisdom (Medicine) check and one hour to perform the operation. If successful, a metal plate of some kind, usually a silver coin that has been hammered flat and polished, is used to cover the hole, nailed directly to the surrounding bone and then covered with a flap of the scalp. If already in a coma, the target will then wake up in another 1d6 days. Failure will still relieve the pressure but causes brain damage, causing the target to gain a Severity 1 Insanity. Regardless of outcome, the target must make a DC 13 Constitution saving throw immediately after the surgery or contract a **Festering Wound**. | | 9 | The weapon breaks the target's jaw, sending blood and teeth flying. The target is *Stunned* until the end of their next turn and *Winded* for 1d6 turns afterwards. Additionally, the target has disadvantage on attack rolls and skill checks for the remainder of the battle due to the pain. The jaw will have to be wired or otherwise tightly shut until healed in 2 weeks, making talking and eating difficult. Until the jaw is healed the target has disadvantage on social skill checks that require talking and must eat through a straw. This leaves a **Horrible Scar**. | | 10 | The weapon crashes into the target's larynx at the top of the windpipe, causing a spasmed airway. The target is *Stunned* for 1d4 turns. As they gasp for breath their stamina decreases by 5 at the beginning of their turn until the succeed a DC 13 Constitution save at the end of their turn. If the target is reduced to 0 stamina, they fall unconscious from lack of air. The DC for the save increases to 15 when this occurs. The target will die from lack of air in 1d6 +1 turns if they do not make the save before then. | | 11 | The weapon crushed the bony orbit surrounding the target's eyeball, causing a blow-out fracture, pushing bone splinters into the sinus and trapping some of the muscles controlling eye movement. The target is *Stunned* until the end of their next turn, at which point they can make a DC 10 Constitution (Grit) check on each of its subsequent turns to end the effect. Unless healed up to their Health maximum within 1d4 days, the eye will be lost. If this occurs the target will permanently have disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attacks. This leaves a **Minor Scar**. | | 12 | The blow tears loose the target's jaw. They must make an immediate DC 15 Constitution save or fall unconscious. If successful, they can only stumble around and try to hold their dangling jaw in place, *Stunned* for the duration of the battle. If they survive, a DC 15 Wisdom (Medicine) check is needed to reattach the jaw. It must be done within 1d6 days, otherwise necessitating amputation of the whole lower jaw. If this happens, the target is left looking absolutely hideous, gaining a **Horrible Scar**, and forces them to feed only on liquids. They also lose the ability to speak. Regardless the target is left with a **Painful Scar**. | | 13 | The weapon smashes into the junction between the head and neck, breaking the target's spine. They fall unconscious and will die within 1d6 hours from loss of air due to damage to the breathing centre in the upper part of the spinal cord. If by some miracle the target is healed up to their Health maximum before then, their life can be saved. However unless the wound is treated properly with a DC 20 Wisdom (Medicine) check the target will be paralysed from the neck down. A success leaves them paralyzed from the waist down. Regardless they will gain 2 Stress due to the horrible experience of being paralysed and helpless while slowly suffocating to death. | | 14 | The weapon hits the target in the forehead and shatters their skull like an eggshell. The target is reduced to 0 health. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an **Open Wound**, **Horrible Scar**, and a **Painful Scar** in addition to a Severity 1 Insanity due to brain damage. | | 15 | The weapon smashes into the target's head and bursts it like a melon, spattering the attacker with blood and grey matter. The target's death is immediate. |
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### Torso | Severity | Injury | |:---:|:---:| | 1 | The weapon punches the target in the belly, momentarily winding them. The target cannot take bonus actions or reactions on their next turn. | | 2 | The weapon contuses one of the target's ribs. The target suffers a -3 penalty to their attack rolls until the end of their next turn. | | 3 | The weapon connects solidly and squarely with the target's solar plexus, driving the breath from their body. The target is *Winded* and cannot take reactions until the end of their next turn. | | 4 | The blow glances the target's groin, forcing them to make a DC 13 Constitution (Grit) check to avoid spending their next turn puking their guts out, *Stunned*. On a success the target is *Winded* instead. | | 5 | The blow contuses several of the ribs underneath the target's arm. The target suffers a -5 penalty to their attack rolls for 1d4+1 rounds. | | 6 | The weapon crashes into the target's side, damaging their spleen. This causes slow internal bleeding as the organ's tough membranous covering tries to contain the steady leakage of blood. The target is *Stunned* until the end of its next turn, but otherwise suffer no more ill effects for the rest of the battle. Afterwards however the target will lose 1 health every hour. If the target is healed up to their Health maximum before they are reduced to 0 health then the bleeding stops, otherwise they will fall unconscious and die within the next 2d10 hours. A surgical operation to remove the damaged spleen is possible, although it will require a successful DC 20 Wisdom (Medicine) check. Failure will result in the death of the target. If successful, the target will have to pass a DC 15 Constitution check or gain a **Festering Wound**. Without a spleen, the target's immune system will have been weakened, giving them a -3 penalty to saving throws to resist disease or poison. | | 7 | The blow fractures several ribs, Stunning the target until the end of their next turn. The target is *Staggered* and will suffer disadvantage on Constitution checks and saving throws until they are healed up to their Health maximum as they gasp for breath and guard their ribs. This leaves a **Minor Scar**. | | 8 | The blow connects solidly with the target's hip, fracturing one wing of the pelvis-bone. They fall immediately to the ground, prone, and are *Stunned* from the pain until they succeed on a DC 13 Constitution save at the end of their turns. The target will then suffer a -3 penalty to attack rolls for the remainder of the battle. Until healed up to their Health maximum, the target's movement speed is reduced by 10 feet and they cannot take the Dodge action. This leaves a **Minor Scar**. | | 9 | The weapon crashes into the target's sternum, temporarily causing paralysis of their breathing musculature and cardiac arrhythmia as their heart starts beating irregularly. They are *Stunned* until the end of their next turn and will then have to pass a DC 8 Constitution save or their heart will simply stop, killing them instantly. If the target passes the save they will be *Winded* for 1d6 turns before recovering their breath and normal heartbeat. | | 10 | The blow shatters ribs, pushing splinters into internal organs, causing internal bleeding as the target gains an **Open Wound**. The target must then roll a d10. On a result of 5 or lower the shards drive into their chest cavity, giving them a **Punctured Lung**. Regardless the target will suffer a -3 penalty to all Strength, Dexterity, and Constitution checks and saves until their ribcage has healed naturally in four weeks. | | 11 | The blow shatters the target's shoulder-blade, giving them disadvantage on attack rolls and on Strength, Dexterity, and Constitution checks and saves until they are healed up to their Health maximum. The target must then roll a d10. On a result of 5 or lower the blow also glanced into the target's spine, causing spinal injury and total paralysis from the waist down. The target can make a DC 13 Constitution (Grit) check to try and mitigate this, a success meaning that the paralisis was caused only by swelling from a cracked vertebra, recovering from this paralisis in 1d2 weeks. | | 12 | The target is hit squarely between their shoulder-blades as they twist to avoid the blow, fracturing their spine. They fall immediately to the ground, prone and paralysed from the waist down. At the end of the target's turns it must make a DC 10 Constitution save to remain conscious, falling unconscious on a failure. After falling unconscious the target must make another DC 10 Constitution save or die before regaining consciousness. If they survive they will remain paralysed, as no healing can restore them. This leaves a **Painful Scar**. | | 13 | The blow hits the target's breastbone with a mighty crack, fracturing and compressing it against the heart. This causes the target to begin **Bleeding Out** (**Open Wound**) as their heart can no longer beat propourly. After falling unconscious, death is inevitable within 3d6 rounds unless by some miracle they are healed up to their Health maximum before then. | | 14 | The blow drives pieces of the target's breastbone and ribs into their lungs, causing frothy blood to erupt from his mouth as they stagger backward and collapse. The target is reduced to 0 health. Death is inevitable within 3d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they gain a **Punctured Lung**, and are left with a **Festering Wound** and a **Painful Scar**. | | 15 | The blow smashes the attacking weapon straight through the front of the target's rib cage, caving it in and killing them instantly. On the attacker's next turn they must use their bonus action to withdraw the weapon from the fallen foe's chest cavity. |
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### Arms | Severity | Injury | |:---:|:---:| | 1 | The weapon smashes into the target's fingers, numbing them. They suffer a -3 penalty to their attack rolls until the end of their next turn. | | 2 | The weapon smashes into the target's hand, forcing them to make a DC 10 Constitution Saving Throw to avoid dropping what they are holding in that hand. | | 3 | The weapon smashes into the target's elbow, sending a shock of pain down their arm, forcing them to make a DC 13 Constitution (Grit) check to avoid dropping what they are holding in that hand. In addition, the target cannot add its Strength or Dexterity modifier to the damage of weapon attacks that use that arm for two turns. | | 4 | The weapon smashes into the target's biceps muscle, bruising it to the bone, forcing them to make a DC 15 Constitution (Grit) check to avoid dropping what they are holding in that hand. In addition the arm is rendered numb and **Useless** for 1d6 turns. | | 5 | The weapon smashes into the target's shoulder, bruising it badly. Anything held in that hand is dropped. Additionally, the target cannot add its Strength or Dexterity modifier to the damage of weapon attacks that use that arm and suffers a -3 penalty to their attack rolls made by that arm for the duration of the battle. | | 6 | The blow smashes the target's hand, fracturing some of the bones between wrist and fingers. The hand is **Useless** until the bones have healed in 2 weeks. A DC 10 Wisdom (Medicine) check is required sometime during the first week to make a cast. On a failure, the target will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks that rely on fine manipulation performed by that hand due to improperly set bones. This leaves a **Minor Scar**. | | 7 | The weapon fractures the target's wrist, making the hand hang loosely at an odd angle. The target must make a DC 15 Constitution (Grit) check or become *Winded* by the pain for 1d6 turns. The hand is **Useless** until the bones have healed in 3 weeks. A DC 13 Wisdom (Medicine) check is required sometime during the first week in order to make a cast. On a failure, the target will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks that rely on fine manipulation and on Strength (Athletics) checks performed with that hand due to improperly set bones. | | 8 | The weapon smashes into the target's forearm, fracturing the bones with a satisfying snap. The target is *Stunned* until the end of its next turn and *Winded* for 1d6 turns afterwards by the intense pain. The arm is **Useless** until the target is healed up to their Health maximum and after 6 weeks of rest. A DC 15 Wisdom (Medicine) check is required sometime during the first week in order to make a cast. On a failure, the target will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks that rely on fine manipulation and on Strength (Athletics) checks performed with that hand due to improperly set bones. | | 9 | The blow smashes into the target's shoulder, fracturing the collarbone and dislocating the arm from its socket. The target is *Stunned* for 1d4 turns and must make a DC 15 Constitution (Grit) check to remain standing, falling prone on a failure. The target is *Staggered* until the end of the battle due to excruciating pain. The arm is **Useless** until popped back into place by a successful DC 15 Wisdom (Medicine) check but the target will still suffer a -5 penalty to attack rolls and Strength (Athletics) checks made using that arm until it has healed naturally in 6 weeks. This leaves a **Minor Scar**. | | 10 | The weapon crushes the target's elbow, smashing the joint and leaving the lower arm hanging from it with a disturbing amount of mobility. The target is *Stunned* with pain for 1d6 turns and drops whatever they are holding to clutch their mangled arm in pain for the duration. The arm is **Useless** until the bones have healed in 6 weeks. DC 15 Wisdom (Medicine) check is required sometime during the first week in order to make a cast. A success leaves the target with a permanent -1 penalty to Strength (Athletics) and Dexterity (Sleight of Hand) checks in which the wounded arm is used due to stiffness and damaged nerves. If the damage is left unattended by failing the check, the badly healed joint raises the penalty to a -3. Regardless, this leaves a **Painful Scar**. | | 11 | The bone of the target's upper arm breaks into several pieces with a loud crack that echoes across the battlefield. They fall prone from pain and are *Stunned* for 1d8 turns. Nerves and an artery are damaged by the sharp fragments, rendering the arm **Useless** and giving the target a **Festering Wound**. After the battle DC 20 Wisdom (Medicine) check is required to stabilize the arm. On a success the arm then requires 6 weeks of rest to heal properly in a cast, leaving a **Painful Scar**. On a failure, the arm will have to be amputated or suffer gangrene within 1d4 days, suffering an **Infection** from the **Festering Wound**. This will be fatal within another 1d2 weeks unless the arm is amputated. | | 12 | The blow smashes into the target's shoulder, tearing and crushing the nerves that supply the arm. No amount of healing can restore function, leaving the arm hanging **Useless** and paralysed from the shoulder by atrophying muscles and shredded tendons. The target must make a DC 15 Constitution (Grit) check or fall unconscious from the shock for 1d10 turns. Regardless of whether they make the save, the target is *Winded* and *Staggered* for the duration of the battle. This leaves a **Festering Wound**. | | 13 | The weapon practically tears the target's arm from its socket, leaving it dangling by torn muscles and tendons, bleeding heavily. The target is reduced to 0 health from shock and dies within 2d10 turns from blood loss and massive traumatic shock unless by some miracle they are healed up to their Health maximum before then, still leaving the arm **Useless** and paralysed. Amputation may be required. A successful DC 15 Wisdom (Medicine) check postpones death for 1 round. | | 14 | The weapon shatters the target's shoulder from the side, driving shards of bone into the ribcage, piercing the lung and nicking the heart. the target coughs up bright arterial blood before he slumps to the ground. The target is immediately reduced to 0 health. Death is inevitable within 2d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with 3 levels of exhaustion and a Punchered Lung. | | 15 | The weapon completely demolishes the target's shoulder before driving on and shattering the ribcage. The target is hurled sideways and crumples to the ground, twitches once and never moves again. |
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### Legs | Severity | Injury | |:---:|:---:| | 1 | The weapon glances off the target's knee, sending them off balance. They suffer a -3 penalty to their attack rolls until the end of their next turn. | | 2 | The weapon glances off the target's hip, forcing them to make a DC 10 Constitution (Grit) check to avoid falling unceremoniously on their arse, prone. | | 3 | The weapon strikes the side of the target's knee, twisting it inward. They suffer a -3 penalty to their attack rolls and Dexterity saving throws until the end of their next turn as they try to avoid putting any weight on that leg. | | 4 | The weapon glances off the target's shin, forcing them to make a DC 13 Constitution (Grit) check or drop everything and become *Staggered* until the end of their next turn as they jump around, grasping the injured leg with both hands. A success will result in the target suffering a -5 to their attack rolls until the end of their next turn as they stagger and gasp from the pain. | | 5 | The blow badly bruises the target's thigh, driving them to their knees, prone. The target's movement speed is reduced by 5 feet and they cannot take the Dodge action until the end of the battle. | | 6 | The blow crashes into the target's hip, chipping one wing of the pelvis and forcing them to the ground, prone. Due to the pain the target will suffer a -3 penalty to their attack rolls and is unable to rise from prone for 1d4 turns. | | 7 | The weapon smashes the target's great toe, squashing it almost flat. All attack rolls and Dexterity checks and saving throws have a -3 penalty until the end of the battle. Additionally, their movement speed is reduced by 5 feet and they cannot take the Dodge action until the toe has healed in two weeks. This leaves a **Minor Scar**. | | 8 | The blow crushes the target's foot, fracturing several of the bones between ankle and toes. They fall to the ground, prone, and will be unable to put any weight on that foot, and thus to rise from prone, for the duration of the battle. The target's foot is effectively **Useless** until the bones have healed in four weeks. During that time the target must make a DC 10 Constitution Saving Throw or permanently reduce their movement speed by 5 feet due to the bones not setting properly. | | 9 | The blow shatters the target's ankle, forcing them to the ground, prone, and making the foot jut out from the lower leg at a strange angle. The target is *Stunned* and will be screaming for 1d4 turns. The target can make a DC 13 Constitution (Grit) check to not cry out in pain. They'll be unable to put any weight on the foot until it has healed in four weeks. The foot considered **Useless** until then. Unless the ankle is set correctly by a successful DC 13 Wisdom (Medicine) check, it'll heal crooked, causing the target's movement speed to be permanently reduced by 5 feet and forcing them to make a DC 10 Constitution saving throw whenever they take the Dodge action, becoming *Winded* until the start of their next turn instead on a failure. | | 10 | The blow smashes the target's shin, shattering the shinbone into several fragments and breaking the fibula, the outer of the two long bones in the lower leg, sending fragments piercing through the skin. The target falls to the ground, prone and *Stunned* from the blinding pain for 2d4 turns, then becoming *Winded* and *Staggered* until they are healed up to their Health maximum. The leg is ruined and **Useless**, developing a **Festering Wound** after the battle ends. A successful DC 20 Wisdom (Medicine) check can be performed on the leg to try and mend the mess of bone shards, damaged nerves and mangled blood vessels. On a success the leg will regain function after 6 weeks of rest. This leaves a **Painful Scar**. | | 11 | The blow shatters the target's kneecap. They fall helpless to the ground, prone and *Stunned*, clutching their injury as a throaty scream echoes across the battlefield for 2d4 turns. The target will be unable to rise from prone and will be *Staggered* for the remainder of the battle. Unless a DC 15 Wisdom (Medicine) check is made immediately after the battle to stabilize the broken knee, the target will permanently have a *Useless* leg for the rest of their life due to a bad limp and stiffness of the joint. On a success the penalties are mitigated after 6 weeks of rest, the target's movement speed only permanently reduced by 5 feet. Regardless, this leaves a **Painful Scar**. | | 12 | The blow connects solidly with the middle of the target's leg. With an audible popping sound, the knee bends the wrong way as large ligaments in the knee are severed. The target falls to the ground, prone and *Stunned* by the pain for the rest of the battle. The target must make a DC 14 Constitution Saving Throw at the beginning of each of their turns or fall unconscious. If by some miracle the target is healed up to their Health maximum before they fall unconscious, function will be restored to the otherwise **Useless** leg, only incurring a permanent 5 feet reduction to their movement speed and forcing them to make a DC 10 Constitution Saving Throw whenever they take the Dodge action or become *Winded* until the start of their next turn instead on a failure. Otherwise, their leg will be permanently *Useless* for the rest of their life due to a seriously unstable knee joint. | | 13 | The weapon smashes into the target's thigh, fracturing the thigh bone and lacerating the femoral artery. The target falls unconscious in an undignified heap on the ground as his leg visibly swells up and goes purple before the attackers eyes. The target gains an **Open Wound**. Death will occur unless tourniquet is performed within 2d10 rounds, though even that will not save the leg which will have to be amputated. Failure to do so will cause the target to die from massive gangrene in the bloodless leg within 1d2 weeks, regardless of any healing. The target regains consciousness once the battle ends. | | 14 | The weapon smashes into the target's hip, breaking the thigh bone near the joint. The sharp end of the bone tears out from the skin as the target falls, a white spear of bone sticking out from their hip. The target is reduced to 0 health and gains an **Open Wound**. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, the leg will have to be amputated. | | 15 | The weapon smashes the target's pelvis, causing major trauma to nerves and major arteries. They crumple to the ground in a moaning heap and die inevitably from shock and bleeding within one turn. |
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## Piercing ### Head | Severity | Injury | |:---:|:---:| | 1 | The point of the weapon splits the tip of the target's nose. The target gains a -3 penalty to their attack rolls until the end of their next turn. | | 2 | The attack glances along the target's jaw and clips their ear. The target gains a -5 penalty to their attack rolls until the end of their next turn. | | 3 | The weapon makes a thin red line across the target's chin, causing a sharp pain. They cannot attack or take reactions on their next turn as they clutch their hand to their chin. | | 4 | The weapon glances over the target's scalp, catching on and flicking away any helmet or hat they might be wearing. In addition, the target is *Winded* until the end of their next turn due to pain and the sudden flow of blood into their face. | | 5 | The tip of the weapon slams into the target's forehead as they duck to avoid having an eye taken out. They are *Staggered* until the end of their next turn. In addition, blood will flow from the wound into their eyes giving them a -5 penalty to attack rolls and Wisdom (Perception) checks until they use a bonus action to wipe it away. Each turn after the target must roll a d10. On a roll of 3 or lower more blood will flow down, causing the target to gain the penalty again. After the battle a DC 10 Wisdom (Medicine) check can be made to bandage the wound. This leaves a **Minor Scar**. | | 6 | The weapon slices into the muscles on the side of the target's neck, barely missing any large blood vessels. The target must make a DC 13 Constitution (Grit) check or be *Winded* until the end of their next turn. Additionally, the target now has problems holding their head up and turning it quickly, unable to take the Dodge action or reactions for the duration of the battle. Finally, the recurrent laryngeal nerve controlling their vocal cords is damaged, causing them to speak hoarsely from now on. This leaves a **Minor Scar**. | | 7 | The weapon slams into the side of the target's face close to the angle of the lower jaw, splitting and fracturing it near the hinge of the mouth, causing them to be *Staggered* for 1d4 turns. Until the jaw has healed in four weeks they'll have to bind it tightly, severely reducing their ability to speak and to eat solid food until then. The target has a -5 penalty to social skill checks that rely on speaking until their jaw is healed. This leaves a **Minor Scar**. | | 8 | The weapon pierces the cartilage of the target's larynx at the upper part of the windpipe, making air whistle out of the hole as they breathe or talk. They must pass a DC 15 Constitution (Grit) check or drop everything they are holding and grasp at their throat as they gasps and sputters helplessly, *Incapacitated*, for 1d8 turns. If they succeeds the target is only *Incapacitated* until the end of their next turn and doesn't drop anything. Either way they will be *Staggered* for the duration of the battle due to the trickles of blood trying to run down their airways, causing them to cough up blood constantly. This leaves a **Painful Scar**. | | 9 | The weapon stabs into the target's face, crumbling the cheekbone and piercing the sinus behind it, opening up their face gruesomely. The target is *Stunned* for 2d4 turns and *Winded* for another 1d4 turns. In addition, the target must pass a DC 13 Constitution Saving Throw after 24 hours or develop a **Festering Wound**. The target is left with a **Horrible Scar**. | | 10 | The weapon jams into the target's ear, destroying their hearing on that side, permanently giving them disadvantage on all Wisdom (Perception) checks that rely on hearing. They are *Stunned* for 1d10 turns, dropping everything they are holding to clap their hands to their ear. Due to the blade cracking the base of the skull, the target must pass a DC 13 Constitution Saving Throw after 24 hours or develop a **Festering Wound**. | | 11 | The weapon pierces one of the target's eyes. They are *Stunned* from pain until they can pass a DC 13 Constitution (Grit) check at the end of their turn. After that the target will be *Winded* for the duration of the battle. Additionally, the target permanently gains disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attacks. This leaves a **Minor Scar**. | | 12 | The weapon slams into the target's cheek, piercing the sinus and ripping into the bony orbit around one eye, destroying it, permanently gaining disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attacks. The target is *Stunned* from pain until they can pass a DC 15 Constitution (Grit) check at the end of their turn, after which they are *Staggered* for the duration of the combat. The target must also make a DC 15 Constitution Saving Throw after 24 hours or develop a **Festering Wound** from the broken cheekbone. The target is left with a **Horrible Scar**. | | 13 | The weapon pierces the target's throat, severing an artery in a great fan of blood as the attacker rips their weapon loose. The target is *Stunned* until the end of their next turn, after which they become *Staggered* and *Winded* until the end of combat, and will begin **Bleeding Out** (**Open Wound**). After falling unconscious, death is inevitable within 2d4 turns unless by some miracle they are healed up to their Health maximum before then. | | 14 | The weapon slams into the target, going in through the throat and severing a carotid artery in a gush of blood before coming out through the back of their neck. The target falls to the ground and gurgles blood. The target is immediately reduced to 0 health. Death is inevitable within 1d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an **Open Wound** and a **Painful Scar**. | | 15 | The weapon goes in through the target's mouth, shattering teeth, severing the tongue and finally exiting through the back of their neck. They fall to the ground, dying with a horrible gurgling noise as their final breath escapes through the gore filling their mouth. The attacker will need to use a bonus action to remove their weapon from the target's spinal column. |
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### Torso | Severity | Injury | |:---:|:---:| | 1 | The weapon digs into a shoulder and nicks the target's collarbone, forcing them to make a DC 10 Constitution (Grit) check or drop whatever they're holding. | | 2 | The point of the weapon scores a line across the target's chest, causing them to stumble backward. The target cannot take bonus actions or reactions on their next turn. | | 3 | The weapon punches into the target's chest, sinking in a fraction of an inch, not managing to penetrate their chest wall into the lung. The target gains a -3 penalty to their attack rolls until the end of their next turn. | | 4 | The weapon punches into the target's belly, not quite managing to penetrate into their abdominal cavity but causing a painful wound and knocking their breath out. The target must make a DC 13 Constitution (Grit) check or be *Winded* until the end of their next turn. Regardless, the target cannot take the Dodge action for the rest of the battle due to the ducking and weaving straining belly muscles that pull painfully at the wound. | | 5 | The weapon punches into the target's belly, only slashing skin and fatty tissue but catching on their clothes or armour, forcing them off balance, becoming *Staggered* and unable to take reactions until the end of their next turn as they wave their arms to maintain balance. If the target is not wearing clothes or armour, they will also take a -5 penalty to their attack rolls until the end of their next turn due to having their belly button suddenly widened by a large red slash, leaving a **Minor Scar**. |
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| Severity | Injury | |:---:|:---:| | 6 | The weapon drives into the target's left side, driving upward and penetrating through the flesh and muscle into their abdominal cavity, nicking their gallbladder. The target must make a DC 13 Constitution (Grit) check or be *Incapacitated* for 1d4 turns. In addition, the target gains a **Festering Wound**. After the battle, the target must make a DC 15 Constitution Saving Throw or suffer a lethal **Infection**, caused by the **Festering Wound**. The target will die within 1d2 weeks unless a very risky surgical procedure is performed, digging deep into the abdomen, stitching up the holes and cleaning out any foul substances within. Doing so requires a successful DC 20 Wisdom (Medicine) check. The target must be unconscious for the procedure, and on a success the target awakens within 1d4 days with a **Painful Scar**. Failure means the target dies during the operation. | | 7 | The weapon tears a wide red trench across the target's hip, leaving gleaming white bone visible. The target is knocked to the ground, prone and *Stunned* until the end of their next turn. The target must then pass a DC 13 Constitution (Grit) check at the start of their next turn or be *Staggered* due to the pain of torn muscles. This effect lasts until the target is healed up to their Health maximum. This leaves a **Minor Scar**. | | 8 | The weapon punches deeply into the target's belly, puncturing the bladder. With a faint odour of ammonia, urine spills from the wound and onto the attacker's weapon. The target is *Winded* until the end of its next turn and will suffer a -3 penalty to attack rolls, skill checks, and saving throws for the rest of the battle. Fortunately, urine is more or less sterile, meaning the target will only have to make a DC 10 Constitution Saving Throw after the battle to avoid contracting a **Festering Wound**. After 24 hours the target must then make a DC 15 Constitution Saving Throw or become prone to leakage and constantly reek of urine, permanently gaining a -3 penalty to all social skill checks with civilized folk. | | 9 | The weapon drives into the target's groin. They scream like a newborn and become *Stunned* for 2d4 turns, having to pass a DC 15 Constitution Saving Throw or be rendered permanently sterile. This leaves a **Painful Scar**. | | 10 | The weapon pierces the target's chest, puncturing and collapsing one lung. The target gains a Punchered Lung. Luckily for them the wound closes quickly and tightly, preventing a much deadlier tension pneumothorax that would leak air into their chest like a one-way valve until the lungs could no longer inflate and the heart no longer beat due to the pressure. The target's current Stamina and Stamina maximum is halved as they gasp for breath. These effects last until the air in the pleural sack has drained spontaneously in 1d6 weeks. However, the target will also have to pass a DC 13 Constitution Saving Throw or contract pneumonia within 1d10 days, then having to make a second save or die within another 1d10 days. On a success the target is just bedridden and delirious for the same amount of time on a success. Regardless, the target is left with a **Minor Scar**. | | 11 | The tip of the weapon slams into the target's chest, penetrating between the ribs before being withdrawn in a brief spray of blood. Unknown to the target, the blade has nicked their heart, each beat pumping as much blood into their chest cavity as into their arteries. They will begin **Bleeding Out** (**Open Wound**). After falling to 0 health, death is inevitable within 3d6 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives they will be bedridden for 1d4 weeks as their body replenishes the massive amount of blood lost. | | 12 | The attacker slices open the target's belly, cruelly twisting the blade in the wound before withdrawing it, spilling red ruin at their feet. Death will occur within 3d4 turns unless a successful DC 18 Wisdom (Medicine) check is performed, followed by some miracle that heals the target up to their Health maximum before then. Until that time the target can do nothing except futilely try to stuff their entrails back into their ruined abdomen, rendered *Stunned* and prone. If the target survives this audeal, they will be left with a **Painful Scar** and will gain 4 Stress from witnessing their organs spill from their body. Afterwards, the target must rest for at least 3 weeks to fully recove | | 13 | The point of the weapon punches up underneath the lower ribs, slashing the target's heart. They can only stare at the attacker in shock as they crumble to the ground, immediately reduced to 0 health, dying inevitably within 2d8 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an **Open Wound** and a **Painful Scar**. | | 14 | The attacker rams their weapon into the target's solar plexus, rupturing the diaphragm muscles they breathe with. The target begins to Bleed Out (**Festering Wound**) and once unconscious will die inevitably in a widening pool of blood in 2d6 turns. Until then the target is *Winded* and *Staggered*. Unless by some miracle that heals the target up to their Health maximum before then, they will perish. If the target survives they are unconscious and gain a permanent -2 penalty to their Constitution score due to reduced breathing capacity. They will awake within 1d4 days. This leaves a **Painful Scar**. | | 15 | The weapon splits the target's sternum and drives on into their spine, killing them instantly. The attacker must use their bonus action to withdraw their embedded weapon. |
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### Arms | Severity | Injury | |:---:|:---:| | 1 | The weapon's tip slashes across the back of the target's hand causing them to flinch, which forces them to make a DC 10 Constitution (Grit) check or drop one thing they are holding. | | 2 | The weapon's tip slashes across the target's forearm, slitting the skin open in a wide gash and causing them to suffer a -5 penalty to their attack rolls until the end of their next turn. | | 3 | The weapon pricks the target's biceps muscle. They cannot attack or take reactions on their next turn. | | 4 | The weapon stabs into the target's shoulder, driving into the large deltoid muscle, forcing them to make a DC 13 Constitution (Grit) check or drop whatever they are holding in that hand. Also, for the duration of the battle, they will suffer a -1 penalty to attack and damage rolls made with that arm, due to not being able to put their full strength behind any blow with that arm. | | 5 | The weapon impales the target's hand through the palm, driving in between the bones between the wrist and fingers, but not serving any major tendons, blood vessels or nerves. The target drops anything held in that hand and will suffer a -3 penalty to all attack rolls and Strength, Dexterity, and Constitution checks until the weapon is withdrawn from the targets hand, which requires a bonus action either by the attacker, to pull it out, or the target, to yank their hand off the blade. Letting go of the weapon counts as having withdrawn it. | | 6 | The weapon deeply pierces the target's upper arm, opening a gaping wound. The target drops anything held in that hand. Additionally, for the duration of the battle, the target suffers a -3 penalty to attack and damage rolls made with that arm. This leaves a **Minor Scar**. | | 7 | The weapon impales the target's forearm, lodging between the radius and ulna, the long bones of the forearm, lacerating the muscles controlling several fingers as the attacker yanks it out in preparation for their next blow. Anything held in that hand is dropped and the target is *Winded* until the end of its next turn. The arm is limp and **Useless** until the target is healed up to their Health maximum. Unless a successful DC 13 Wisdom (Medicine) check outside of combat is made the target will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks due to not being able to flex their fingers properly. This leaves a **Minor Scar**. | | 8 | The weapon drives into the soft tissues at the inside of the target's elbow, severing the major blood vessels. Anything held in that hand is dropped as blood gushes forth, forcing the target to grab their elbow with the opposite hand in an attempt to arrest the flow of blood. The target is *Staggered* until the end of their next turn and gains an **Open Wound**. The arm will become **Useless** until the target is healed up to their Health maximum. This leaves a **Minor Scar**. | | 9 | The point of the weapon enters the target's upper arm near the elbow, scraping along the bone as it tears upward toward the shoulder, badly slicing the large muscles and opening up a long, gaping wound. The target screams with pain and horror at the sight of white bone winking at them through the blood, counting as *Stunned* until the end of their next turn and gaining an **Open Wound**. The target must then pass a DC 15 Wisdom save or turn and flee from the attackers dripping, gory blade, becoming frightened of them until the battle is over. The target's arm will remain limp and **Useless** until they are healed up to their Health maximum. This leaves a **Painful Scar**. | | 10 | The weapon pierces the target's forearm, driving in between the radius and the ulna, the long bones of the forearm, snapping the radius and chipping the ulna as the attacker savagely twists their weapon when withdrawing it. The target drops anything held in that hand and is *Stunned* until the end of their next turn, at which point they will have to pass a DC 15 Constitution Saving Throw or become *Staggered* for an additional 1d4 turns. The arm will be **Useless** until the bones have knit after three weeks. Also, due to damaged nerves and tendons, the target's Hand will be permanently **Useless** due to not being able to use the injured hand properly. A successful DC 20 Wisdom (Medicine) check will manage to stitch back enough of the muscles and tendons to remove the penalty. Regardless, the target is left with a **Painful Scar**. | | 11 | The weapon drives deep into the target's shoulder joint, damaging the nerves and paralysing the arm, the limb becoming **Useless**. They will become *Incapacitated* for 1d6 turns and then be *Winded* for the remainder of the battle. Afterward they will have to pass a DC 15 Constitution Saving Throw to gradually regain use of his arm after six months. A successful DC 20 Wisdom (Medicine) check restores function in two months. In addition, the target must make a DC 20 Constitution check one day after gaining the wound or gain a **Festering Wound** from such a deep wound to a major joint. If the wound becomes infected, amputation will be required to save the target's life. | | 12 | The weapon tears through the target's elbow joint, cutting nerves, blood vessels and ligaments. They are *Stunned* for 2d4 turns as their lower arm dangles by a few scraps of skin and muscle, gushing blood, all the will to fight having been taken out of them by the sight of their own mangled limb. The target gains an **Open Wound**. They will have to make a DC 13 Constitution saving throw at the end of each of their turns or fall unconscious from the pain until a successful DC 15 Wisdom (Medicine) check is made on them by someone else, stopping the bleeding with a tourniquet. The arm will have to be amputated. | | 13 | The weapon drives into the target's shoulder, just below the collarbone, piercing the top of one of their lungs, causing it to rapidly collapse. The target begins **Bleeding Out** (**Festering Wound**). After falling unconscious, death is inevitable within 2d8 rounds unless by some miracle they are healed up to their Health maximum before then. Additionally if the target survives, they gain a **Punctured Lung**. | | 14 | The weapon slams into the target's shoulder from the side, penetrating into their chest cavity, piercing and almost splitting the lung. The target coughs up blood and slides off the blade, immediately reduced to 0 health. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with 3 levels of exhaustion and a **Punctured Lung**. | | 15 | The weapon enters the target's armpit, slamming deep into their chest and piercing their heart. The target expires immediately, although the attacker will have to use their bonus action on their next turn to extract their weapon from the target's limp corpse. |
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### Legs | Severity | Injury | |:---:|:---:| | 1 | The tip of the weapon cuts the target's shin, the pain giving them a -3 penalty to attack rolls until the end of their next turn due to the pain. | | 2 | The weapon pricks the large ligament above the target's kneecap. The target's movement speed is reduced by 5 feet and they cannot take the Dodge action for the duration of the battle. | | 3 | The weapon pierces two inches into the meat of the target's thigh, giving them a -3 penalty to attack rolls until the end of their next turn due to the agony. Additionally, the target's movement speed is reduced by 5 feet and they cannot take the Dodge action for the duration of the battle. | | 4 | The weapon pierces the target's calf, lacerating the muscle, forcing them to make a DC 10 Constitution (Grit) check to avoid falling prone. Additionally, the target's movement speed is halved and they cannot take the Dodge action for the duration of the battle. A successful DC 13 Wisdom (Medicine) check, done by either the target or someone else, will reduce the target's movement speed by 5 feet instead of halving it. | | 5 | The weapon hits the target in the groin, causing bleeding and considerable pain. They fall to the ground, *Staggered* and prone until the end of their next turn. At the end of the following turn they can make a DC 13 Constitution Saving Throw or remain *Staggered*, as they whimper softly. They may make another save at the end of each turn until they succeed. This leaves a **Minor Scar**. |
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| Severity | Injury | |:---:|:---:| | 6 | The weapon pierces the target's foot, sliding between the metatarsal bones between the ankle and the toes without causing any fractures. The target falls to the ground, prone and unable to take reaction until the end of their next turn. Additionally, the target's movement speed is halved and they cannot take the Dodge action until they are healed up to their Health maximum. A successful DC 13 Wisdom (Medicine) check, done by either the target or someone else, will reduce the target's movement speed by 5 feet instead of halving it. | | 7 | The target's calf is sliced open to the bone, causing a huge gaping wound and an undignified fall to the ground, prone. The target gains an **Open Wound**. Additionally, will fall unconscious in 2d10 turns due to blood loss unless someone makes a DC 15 Wisdom (Medicine) check to staunch the heavy bleeding. This leaves a **Minor Scar**. | | 8 | The weapon penetrates deeply into the target's thigh, severing a large nerve, effectively paralysing most of the leg. The leg becomes limp and **Useless**.The target drops to the ground, prone and, as they try to support themselves on their suddenly numb leg. Only a successful DC 15 Wisdom (Medicine) check will restore function to the leg if performed within 1d10 days, before atrophy of the severed nerve has set in. Otherwise the leg will be permanently **Useless**. | | 9 | The weapon tears into the inside of the target's thigh, severing a large vein and causing heavy bleeding. They will have to pass a DC 15 Constitution (Grit) check or be *Stunned* for 1d4 turns. Afterwards, they will begin **Bleeding Out** (**Open Wound**). If not *Stunned*, the target makes a DC 20 Constitution saving throw. On a success, the wound will clot before they bleed out, preventing **Bleeding Out** (**Open Wound**) for 2d10 turns. The target is left with a **Painful Scar**. | | 10 | The weapon slams into the target's knee, splitting the kneecap and severing some of the ligaments connecting the bones of the upper and lower leg. The target falls to the ground, *Stunned* and prone until the end of their next turn, remaining *Stunned* until they pass a DC 15 Constitution (Grit) check at the end of their turns. The leg is **Useless** until the end of the battle. Afterward, the target's movement speed is halved and they cannot take the Dodge action, due to poor balance on a badly unstable knee. Only a successful DC 15 Wisdom (Medicine) check can restore full function, if done within 1d6 days. On a success the target must rest for 3 weeks to remove the negative effects of the injury. The target is left with a **Painful Scar**. | | 11 | The weapon spears cleanly through the target's calf, chipping the shinbone and fracturing the fibula, the outer of the two long bones in the lower leg, almost severing the leg. Blood vessels and nerves are heavily damaged, numbing the foot. The target falls to the ground, *Stunned* and prone from pain for 1d8 turns, then having to pass a DC 15 Constitution (Grit) check at the end of each of their turns to stay conscious despite the loss of blood, falling unconscious on a failure. They'll be unable to get up from prone and the lower leg will be permanently paralyzed and **Useless** and unless a successful DC 15 Wisdom (Medicine) check is performed within 1d10 day, the leg will have to be amputated. | | 12 | The weapon tears into the back of the target's knee, severing tendons and nerves. The target will have to pass a DC 20 Constitution (Grit) check or pass out, unconscious from blinding pain. On a success the target is *Staggered* for the duration of the encounter. The target gains a **Festering Wound** and a **Painful Scar**. The leg is considered **Useless** and unless a successful DC 20 Wisdom (Medicine) check is made within the next minute to stabilize the injury. A failure necessitates the whole leg will have to be amputated or gangrene will ensue in the nearly bloodless leg within 1d10 days, causing a lethal **Infection**, death ensuing within 1d2 weeks. A success will only render the foot permanently *Useless* instead. | | 13 | The point of the weapon lodges in the target's thighbone, cracking it as the attacker wretches their weapon loose. The target is *Winded* and *Staggered* for the duration of combat. Additionally, the attacker must roll 1d10. On 1-5 fatty marrow dislodges and travels through the target's bloodstream to their lungs where it becomes stuck on the target's next turn, causing a clot in their lungs. As a result the target is considered to have gained a **Punctured Lung**. Unfortunately due to breathing difficulties, the target will be reduced to 0 health within 2d8 turns. On 6-10 the thigh bone shatters, the jagged end of it ripping apart an artery as they fall to the ground, causing blood to fountain from the wound. Due to the spurting arterial spray, they will begin **Bleeding Out** (**Open Wound**). Regardless of the result, the leg is **Useless** and will have to be amputated or gangrene will ensue in the nearly bloodless leg within 1d10 days, causing a lethal **Infection**, death ensuing within 1d2 weeks. In this case a successful DC 18 Wisdom (Medicine) check will save their life but not restore function to the leg. | | 14 | The attacker drives their weapon through the target's thigh, the point coming out the other side before the attacker savagely twists the blade as they withdraw it. Blood spurts in rhythmic jets from the severed artery. Unconsciousness is almost immediate and death will follow in 2d6 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives, the leg will have to be amputated. The target is left with an **Open Wound** and a **Painful Scar**. | | 15 | The weapon drives deeply into the target's hip, severing major blood vessels and nerves deep within the pelvis. they fall unconscious almost immediately, dying inevitably 1d4 turns later in a huge pool of blood. The attacker must use a bonus action to withdraw the stuck weapon from the target's twitching body. |
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## Slashing ### Head | Severity | Injury | |:---:|:---:| | 1 | The flat of the blade clips the target's head. If they are not wearing a helmet they become *Winded* until the end of their next turn; otherwise the helmet flies off their head to land 1d6 feet away in a random direction. | | 2 | The weapon slashes the target across the cheek, causing a shallow but painful wound. The target gains a -3 penalty to their attack rolls until the end of their next turn. | | 3 | The weapon slashes the target across the forehead. The flow of blood into their eyes will give them a -3 penalty to attack rolls and Wisdom (Perception) checks until they use a bonus action to wipe it away. Each turn after the target must roll a d10. On a roll of 3 or lower more blood will flow down, causing the target to gain the penalty again. After the battle a DC 10 Wisdom (Medicine) check can be made to bandage the wound. | | 4 | The weapon glances off the target's temple, causing momentary disorientation. The target gains a -5 penalty to their attack rolls until the end of their next turn. | | 5 | The flat of the weapon lands a solid blow to the side of the target's head, Winding them until the end of their next turn. At the start of each of their subsequent turns after the next they must make a DC 10 Constitution (Grit) check to recover from it, after which they can fight normally. |
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| Severity | Injury | |:---:|:---:| | 6 | The weapon slices off a large part of one of the target's ears, the pain causing a -5 penalty on attack rolls for 1d4 turns. Additionally, the target gains a permanent -3 penalty to Wisdom (Perception) checks that rely on hearing. This leaves a **Minor Scar**. | | 7 | The weapon slices off the target's nose as they bend backward in an attempt to dodge the blow. They are *Stunned* until the end of their next turn and will suffer a permanent -5 penalty to Wisdom (Perception) checks that rely on smell. The target also gains a **Horrible Scar**. | | 8 | The weapon crashes into the side of the target's head, severing one ear which ruins their hearing on that side. The target is *Stunned* until the end of their next turn, then becoming *Staggered* for 1d4 turns. The unsightly scar across that side of their face leaves a **Horrible Scar** and the hearing loss gives the target disadvantage on all hearing-related Wisdom (Perception) checks. | | 9 | The weapon nicks a major vein in the target's neck, causing heavy bleeding. Until a successful DC 13 Wisdom (Medicine) check is performed to bandage the wound, the target is *Staggered* and they must, after a number of turns equal to their Constitution modifier, start making a DC 10 Constitution saving throws each turn, falling unconscious for 1d4 turns from loss of blood if they fail. This leaves a **Minor Scar**. | | 10 | The weapon cuts deep into the target's scalp, chipping the skull. The target must make a DC 15 Constitution (Grit) check or fall unconscious from the blow. If they succeed then they are *Stunned* for 1d4 turns and must then afterwards at the start of their turns make a DC 13 Constitution Saving Throw to recover or become *Winded* until they succeed. This leaves a **Minor Scar**. | | 11 | The weapon slices the target across the eyes. The attacker must roll a d10 twice. For each result that is a 5 or lower, an eye is slashed open and destroyed. If neither eye is destroyed the attack merely nicked their eyelids and the bridge of their nose, causing severe pain and blood in the eyes. The target *Stunned* until they make a successful DC 13 Constitution (Grit) check, starting their attempts at the end of their next turn, and even after succeeding they suffer a -5 penalty to attack rolls and Wisdom (Perception) checks until they have been properly bandaged after the battle. The bandages need to be kept on, effectively blinding the target, until they have been healed up to their Health maximum. If either eye is destroyed the target is *Stunned* and blinded as above but also permanently has disadvantage on Wisdom (Perception) checks that rely on sight and on ranged weapon attacks. If both eyes are destroyed the target is totally blind and *Stunned* as above. Regardless this leaves a **Painful Scar**. | | 12 | The weapon opens a large gash from the target's forehead to their jaw, cutting across and destroying one eye. The target is *Stunned* and *Staggered* until the end of their next turn, after which they can make a DC 15 Constitution (Grit) check at the end of each of their turns, ending the effect on a success. The target also permanently has disadvantage on Wisdom (Perception) checks that rely on sight and on ranged weapon attacks and is left with a **Horrible Scar**. | | 13 | The weapon slices through the target's lower jaw, causing the loss of several teeth as well as a portion of the tongue. Loss of blood is significant, causing an **Open Wound**. The target must make an immediate DC 20 Constitution (Grit) check or fall unconscious. If they fail they must make a DC 15 Constitution Saving Throw to avoid drowning in their own blood within 2d6 turns, unless someone else realizes their predicament with a successful DC 13 Wisdom (Medicine) check and uses an action to roll them over onto their side to let the blood and gore drain out of their mouth. If conscious they will be *Stunned* for one turn and then be *Winded* due to pain for the duration of the battle. Scarring will leave a **Horrible Scar**. Additionally, the target has a -3 penalty to any social skill check where they need to be clearly heard due to speech difficulties from the missing piece of tongue. | | 14 | The weapon draws a crimson line across the targets neck as the attacker is drenched in the ensuing, arterial spray of blood. The target futilely clutches at their throat before falling to the ground, reduced to 0 health. Death from blood loss is inevitable within 1d6 turns unless by some miracle they are healed up to their Health maximum before then. A successful DC 20 Wisdom (Medicine) check to apply pressure to the wound will prevent death for one turn. If the target survives they will be left with an **Open Wound** and a **Painful Scar**. | | 15 | The weapon cleanly severs the target's head, causing it to fly 1d10 feet in a random direction as twin jets of blood shoot up from the trunk of their neck, the mouth of the head working in a futile attempt to scream as it arcs through the air, death occurring a fraction of a second later. |
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### Torso | Severity | Injury | |:---:|:---:| | 1 | A long cut along a rib leaves white bone gleaming through the wound. The shock and pain gives the target a -3 penalty to attack rolls and Constitution saving throws until the end of their next turn. | | 2 | The weapon cuts into the soft tissues over the target's collarbone, chipping the bone. They must make a DC 15 Constitution Saving Throw or drop one thing they are holding. | | 3 | The weapon slashes the target across the chest, rending their clothing or causing an unsightly scrape or laceration across their armour. As the target stumbles backward they will be *Winded* on their next turn. If they are wearing neither armour nor clothing the blade will slice the skin, causing them to flinch. The target is also unable to take reactions until the end of their next turn. | | 4 | The weapon splits one of the target's ribs. They must make a DC 13 Constitution (Girt) check or become *Winded* until the end of their next turn as they gasp for breath. Regardless, for the rest of this battle they will be unable to take reactions due to the pain from the damaged chest muscles connecting to their shoulder and upper arm. | | 5 | The weapon slices across the target's chest, splitting open leather or mail links and dislodging any shoulder plates, the target's AC taking a -1 penalty while wearing the damaged armour. If they are not wearing any armour they must make a DC 13 Constitution (Grit) check or become *Stunned* until the end of their next turn. Regardless, for the rest of this battle they will be unable to take reactions due to shock. |
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| Severity | Injury | |:---:|:---:| | 6 | The weapon carves deeply into the target's side, lodging the weapon in the bony portion of their hip. They fall to the ground, writhing in pain, prone and *Staggered* until the end of their next turn. On the attackers next turn they must make a DC 10 Strength check to dislodge the weapon, whereupon the attacker can take an action as normal. Until the attacker succeeds they will be unable to use the weapon and the target will continue to be counted as *Staggered* due to the excruciating pain of the attacker wrenching and twisting the weapon in the wound. Letting go of the weapon counts as having dislodged it. The target can try to tear themselves free by passing a DC 13 Strength check, although they will still count as *Staggered* on that turn, regardless of whether or not they succeed. This leaves a **Minor Scar**. | | 7 | The weapon drives into the right side of the target's abdomen, just underneath the ribs, penetrating the wall of flesh and muscle into their abdominal cavity and nicking the gallbladder. The target must make a DC 13 Constitution Saving Throw or be *Staggered* for 1d4 turns. In addition, the target gains a **Festering Wound**. After the battle, the target must make a DC 15 Constitution Saving Throw or suffer a lethal **Infection**, caused by the **Festering Wound**. The target will die within 1d2 weeks unless a very risky surgical procedure is performed, digging deep into the abdomen, stitching up the holes and cleaning out any foul substances within. Doing so requires a successful DC 20 Wisdom (Medicine) check. The target must be unconscious for the procedure, and on a success the target awakens within 1d4 days with a **Painful Scar**. Failure means the target dies during the operation. | | 8 | The weapon slices into the target's belly and groin, puncturing the bladder. With a faint odour of ammonia, urine spills from the wound and onto the attacker's blade. The target will suffer a -3 penalty to attack rolls, skill checks, and saving throws for the rest of the battle. Fortunately, urine is more or less sterile, meaning the target will only have to make a DC 10 Constitution Saving Throw after the battle to avoid contracting a **Festering Wound**. After 24 hours the target must then make a DC 15 Constitution Saving Throw or become prone to leakage and therefore constantly reek of urine, permanently gaining a -3 penalty to all social skill checks with civilized folk. | | 9 | The weapon slices into the target's groin, causing dramatic bleeding and rendering them *Stunned* until the end of your next turn. The target will suffer a -5 penalty to all attack rolls and skill checks for the remainder of the battle due to the pain. In addition, the target must pass a DC 15 Constitution Saving Throw or be rendered permanently sterile. Regardless this leaves a **Minor Scar**. | | 10 | The weapon cuts through the lower left ribs and drives deep into the abdominal cavity, lacerating the spleen. The heavy internal bleeding resulting from this will cause the target to begin **Bleeding Out** (**Festering Wound**). Additionally, for the rest of the battle, the target is *Winded*. Upon falling unconscious, the target will die within 1d10 hours unless a successful surgery is performed. This surgery requires a successful DC 20 Wisdom (Medicine) check. Failure will result in the death of the target. If successful, the target will then have to pass a DC 15 Constitution check or gain another **Festering Wound**. Without a spleen, the target's immune system will have been weakened, giving them a -3 penalty to saving throws to resist disease or poison. | | 11 | The weapon deeply penetrates the target's belly, badly lacerating both the small and large intestine, spilling faecal matter into the abdominal cavity. They will have to make an immediate DC 13 Constitution (Grit) check or fall unconscious. If successful they will instead be *Staggered* from pain and shock for the duration of the combat. Regardless the target is left with a **Festering Wound**. Such a wound inevitably causes a severe **Infection** and hardly any amount of healing in the world can repair such damage, the victim dying within 1d2 weeks. Should an attempt be made however, it will require a DC 20 Wisdom (Medicine) check and an hour of uninterrupted time and even if the surgeon is successful the target must still pass a DC 18 Constitution Saving Throw or succumb to **infection** anyway. If both checks are successful, then the target must rest for at least two weeks before they are fully recovered. If the target survives, they gain a **Painful Scar**. | | 12 | The weapon opens the target's abdomen, spilling blood and entrails about their feet. Death will occur within 3d6 turns unless a successful DC 20 Wisdom (Medicine) check is performed, followed by some miracle that heals the target up to their Health maximum, before then. Until that time the target can do nothing except futilely try to stuff their entrails back into their ruined abdomen, prone and *Stunned*. If the target survives this audeal, they will be left with a **Painful Scar** and will gain 5 Stress from witnessing their organs spill from their body. Afterwards, the target must rest for at least 3 weeks to fully recover. | | 13 | The weapon slices deep into the target, cutting several ribs before logging into the target's spine. As the attacker yanks the weapon loose the target falls down, prone, and must make an immediate DC 16 Constitution (Grit) check or be reduced to 0 health and become crippled for life, paralised from the waist down. If successful, the attack only damaged the vertebrae, instead of the spinal cord. As a result, the target will gain an **Open Wound** and will be rendered *Stunned* for the duration of the battle. The target will be unable to stand from prone until a successful DC 20 Wisdom (Medicine) check is performed to brace their spine in place, followed by 8 weeks of rest. | | 14 | The blade draws a long red line down from the targets collar bone to their groin, raking across the rib cage and cutting into the abdominal cavity along the way, the ensuing fountain drenching the attacker in blood. The target looks down to the wound before falling into a bloody heap, reduced to 0 health before they hit the ground. The target gains an **Open Wound**. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives a DC 20 Wisdom (Medicine) check is required to stitch the two halves of their front back together before the target can recover fully within 4 weeks of rest. This leaves a **Painful Scar**. | | 15 | The weapon cuts deeply into the target's chest, caving in ribs and punctured a lung before splitting the heart and aorta, showering the attacker in a spray of blood. The target spits blood as they slide off the weapon, falling to the ground in two loosely connected pieces, inevitably dying within the next turn. |
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### Arms | Severity | Injury | |:---:|:---:| | 1 | The weapon slices across the target's fingers. They must make a DC 10 Constitution (Grit) check or drop whatever they are holding in that hand. | | 2 | The target's arm is nicked, causing some bleeding that makes their grip slippery. They cannot attack or take reactions on their next turn. | | 3 | The weapon drives into the large deltoid muscle of the target's shoulder, sending a shock down the entire arm, causing whatever is held in that hand to be dropped. For the rest of the combat the target suffers a -3 penalty to attack rolls, due to the pain. | | 4 | The weapon bites into the target's biceps muscle. Until they have been healed up to their Health maximum, they suffer a -3 penalty to their attack rolls and Strength (Athletics) skill checks that involve the wounded arm. | | 5 | The weapon slices into the target's forearm, rebounding from the bone. Anything held in that hand is dropped and the arm is **Useless** until the target is healed up to their Health maximum. This leaves a **Minor Scar**. |
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| Severity | Injury | |:---:|:---:| | 6 | The weapon opens up the target's forearm, slicing open the skin to expose red, twitching, glistening layers of muscle. Anything held in that hand is dropped and the target must pass a DC 13 Constitution (Grit) check or be *Winded* until the end of their next turn as they stare at the hideous sight. Afterwards, the target must make a DC 10 Constitution (Grit) check or they will be forced to drop anything held in the other hand, grasping at the wound in an attempt to close it, becoming *Incapacitated* themselves in the process. The target can repeat the save at the beginning of each of their turns, ending the effect on a success. | | 7 | The weapon slices into the target's forearm, damaging muscles and tendons, lodging in the bone for a fraction of a second before being wrenched loose. The target is *Staggered* until the end of their next turn and the hand is **Useless** until the target is healed up to their Health maximum. In addition, they will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks requiring fine manipulation made with that arm, due to difficulties opening the fingers properly. This leaves a **Minor Scar**. | | 8 | The weapon severs the target's biceps muscle from its tendinous attachments to the bones in the forearm. The entire arm is **Useless** and the target is *Winded* until the target is healed up to their Health maximum. However, a successful DC 15 Wisdom (Medicine) check is needed within 1d10 days to restore full function to the arm; otherwise any attack roll or Strength (Athletics) check made with that arm will suffer a permanent -3 penalty, due to the severed muscle and tendon ends not knitting together properly, making it difficult to flex the arm. This leaves a **Minor Scar**. | | 9 | The weapon cleanly slices a large chunk of flesh from the meaty part of the target's upper arm and shoulder. Anything held in the hand is dropped and the target becomes *Staggered* for the duration of the combat due to pain and bleeding. The target's arm becomes **Useless** until healed up to their Health maximum. They also gain an **Open Wound**. Finally, the target must also make an immediate DC 15 Constitution Saving Throw or fall to the ground, prone, from the intense pain. | | 10 | The weapon severs 1d5 fingers from the target's hand. A result of 5 means the whole hand has been lopped off. The target must make an immediate DC 15 Constitution (Grit) check or become *Stunned* until the end of their next turn on a failure, or be *Incapacitated* instead on a success. If more than two fingers are lost anything in that hand is dropped as well and it can no longer be used to hold any weapons. Any checks requiring fine manipulation performed with that hand in the future suffers a -1 penalty to any such check, per finger lost, with no task at all possible if the whole hand has been lost. If the whole hand has been severed the target will be *Winded* and *Staggered* for the remainder of the battle due to shock and bleeding. Regardless, the target is left with a **Minor Scar**. | | 11 | The target's arm is severed at the elbow. Blood pumps out in bright spurts causing the target to begin **Bleeding Out** (**Open Wound**). The target is *Stunned* for 1d4 turns, then becoming *Winded* for the rest of combat. Additionally, until a successful DC 15 Wisdom (Medicine) check made by someone else to staunch the worst of the bleeding, which then requires two full turns of bandaging or one turn to cauterise the wound (if the means to do so are available), the target must roll a d12 at the end of each of their turns, falling unconscious from shock on a roll of a 1. | | 12 | The weapon slashes deeply into the target's shoulder, severing the collarbone. The attacker must roll a d10. On a roll of 5 or less the large artery of the shoulder is severed, in which case the target will begin **Bleeding Out** (**Festering Wound**). After falling to 0 health, death will occur within 3d6 turns unless the target is stabilized. Even if the target survives the blow the arm will have to be amputated and they will suffer a -5 penalty to all attack rolls and be *Winded* and *Staggered* until they are healed up to their Health maximum as the stump heals. | | 13 | The target's arm is severed cleanly at the shoulder, resulting in gouts of blood pouring from the ruined stump, causing death within 3d4 turns unless by some miracle they are healed up to their Health maximum before then. A DC 18 Wisdom (Medicine) check postpones death for one round. The target is immediately reduced to 0 health, falling to the ground in a twitching heap. If the target survives they will have an **Open Wound**. The arm cannot be recovered. | | 14 | The weapon passes swiftly through the target, and leaves behind a torrent of blood as their arm flies through the air, landing a few feet away from them. The target looks down to the wound, then to their arm, before falling into a heap in a growing pool of blood. The target is reduced to 0 health and will die inevitably within 2d6 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives they will have a **Painful Scar** and an **Open Wound**. The arm cannot be recovered. | | 15 | The weapon drives cleanly through the target's shoulder near the junction between body and neck and continues deep into their chest cavity. The surprised target can only stare at the attacker as they slide slowly off the blade and into oblivion, dying inevitably within 1d4 turns. |
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### Legs | Severity | Injury | |:---:|:---:| | 1 | The weapon strikes the target's thigh. The target must make a DC 13 Constitution (Grit) check or fall prone. | | 2 | The flat of the blade strikes the target's shin, forcing them to pass a DC 10 Constitution (Grit) check or drop their weapon and spend until the end of their next turn hopping on one leg, swearing and grasping their bruised shin, losing their bonus action while thus occupied. | | 3 | The weapon slashes the target's calf. The target's movement speed is reduced by 5 feet and they cannot take the Dodge action for the duration of the battle. | | 4 | The weapon bites deeply into the large muscles on the target's thigh. They must pass a DC 13 Constitution (Grit) check or be knocked prone. Additionally, the target's movement speed is reduced by 10 feet and they cannot take the Dodge action until they are healed up to their Health maximum. | | 5 | The weapon slices into the inside of the target's thigh, narrowly missing the femoral artery. The gash causes the target great pain and they will have to pass a DC 13 Constitution (Grit) check or drop whatever they are holding in one hand (their weapon-hand if they are using a shield, otherwise they can choose which hand) and clutch at the wound, repeating the save at the end of each subsequent turn in order to let go and perform some other action with that arm. This leaves a **Minor Scar**. | | 6 | The weapon severs large muscles at the back of the target's thigh. The target falls to the ground, prone, and reduces their movement speed by 10 feet. Additionally, they cannot take the Dodge action. This penalty remains permanently unless someone makes a DC 15 Wisdom (Medicine) check before the target has healed up their Health maximum, because by then the severed ends of the tendons and muscles would have shrivelled and contracted so much that successful surgery or healing would be impossible. This leaves a **Minor Scar**. | | 7 | The weapon chops into the target's thigh lengthwise, causing a great gaping wound and lodging in the thigh bone. The target falls to the ground, prone. The attacker must use a bonus action to dislodge the weapon. The target is prone and *Winded* until the weapon is dislodged, at which time they must make a DC 13 Constitution (Grit) check to be able to stand up and hobble with half their movement speed. Regardless the target is unable to take the Dodge action due to pain and poor balance. These penalties remain the target is healed up to their health maximum. This leaves a **Minor Scar**. | | 8 | The weapon severs the target's Achilles tendon at the back of their ankle. They must make an immediate DC 15 Constitution (Grit) check to avoid falling to the ground prone. The target is *Winded* and *Staggered* for 1d10 rounds due to the pain. Their movement speed is reduced by 10 feet and whenever they take the Dodge action they must make a DC 10 Constitution (Grit) check or become *Winded* until the start of their next turn instead on a failure. Two consecutive successes on a DC 13 Wisdom (Medicine) check after the battle can save the leg, only reducing the target's movement speed by 5 feet due to a weakened but functional tendon as a result of some difficult stitching. Regardless, this leaves a **Minor Scar**. | | 9 | The weapon cleaves the target's kneecap, practically destroying it and knocking them to the ground, prone. They must pass a DC 20 Constitution (Grit) check or spend the next turn grasping at their knee in utmost agony, *Stunned*. Passing the check only renders the target *Incapacitated* until the end of their next turn. For the duration of the battle, the target will be *Winded* due to severe pain. Their movement speed is reduced by 10 feet and whenever they take the Dodge action they must make a DC 10 Constitution (Grit) check or become *Winded* until the start of their next turn instead on a failure. After the battle, two consecutive DC 14 Wisdom (Medicine) checks can be performed in an attempt to save the knee. With two successes, the target's movement speed is only reduced by 5 feet. Regardless, this leaves a **Minor Scar**. | | 10 | The weapon cuts into the target's knee, almost driving clean through the leg, severing large ligaments connecting the bones of the upper and lower leg. The target falls to the ground prone and can no longer support themselves on that leg, which is now **Useless**, forcing them to move with a crutch in the future. The target is *Stunned* for 1d4 turns from the intense pain. The target's movement speed is reduced by 10 feet and they cannot take the Dodge action. After the battle, three consecutive DC 15 Wisdom (Medicine) checks can be performed in an attempt to save the knee. With three successes, the target's movement speed is only reduced by 5 feet. Regardless, this leaves a **Painful Scar**. | | 11 | The weapon slices into the target's groin, severing large blood vessels. The target falls to the ground, prone and *Stunned* from pain and shock for 2d4 turns. Afterwards they will be *Staggered* for the duration of the battle due to pain and bleeding. The target gains an **Open Wound**. In addition, the target must make a DC 10 Constitution (Grit) check or become permanently sterile. | | 12 | The weapon slices the target's foot from the ankle, forcing them to the ground screaming, prone and *Stunned* for 2d6 turns. Until a successful DC 15 Wisdom (Medicine) check can be made to stop the bleeding. Until the check succeeds, the target must make a DC 15 Constitution saving throw at the beginning of each of their turns or fall unconscious from blood loss. If they survive they will need crutches or a prosthetic foot to get around, permanently rendering their foot *Useless*. This leaves a **Minor Scar**. | | 13 | The weapon cleanly severs the target's leg at the knee, causing them to fall face first, prone and *Stunned* for the duration of combat. Due to the bloody wound the target will begin **Bleeding Out** (**Open Wound**). If the target survives they will need either crutches or a peg leg to move around as their leg is rendered permanently *Useless*. This leaves a **Minor Scar**. | | 14 | The weapon drives deep into the thigh of the target, severing an artery. The target is reduced to 0 health and death will follow in 2d6 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives, the leg will have to be amputated. The target is left with an **Open Wound** and a **Painful Scar**. | | 15 | The weapon carves deeply into the target's pelvis, severing the leg near the body and driving into the opposite leg. The target is dead from traumatic shock and massive blood loss before they hit the ground. |
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## Death Saving Throws | Severity | Injury | |:---:|:---:| | 1 | Carbon dioxide poisoning builds up in the target's lungs, rendering them poisoned until the end of their next turn. | | 2 | The target's injuries are worse than they thought, any **Minor Scars** they received in this combat or the last combat within a week is turned into a **Painful Scar** and any **Festering Wounds** are turned into **Open Wounds**. If the target has not received any, then they are unaffected. | | 3 | A sudden involuntary twitch worsens the target's injuries, cracking a rib. Whenever the target attempts an action in combat, they must make a DC 15 Constitution saving throw. On a failed save, they lose their action and can't use reactions until the start of their next turn. The injury heals if the target is healed up to their Health maximum and then spends ten days doing nothing but resting. | | 4 | A previously superficial injury becomes partially infected. The target gains a **Festering Wound**. | | 5 | The target has not been breathing properly whilst unconscious. If they recover they will have disadvantage on all ability checks, saving throws and attack rolls until they are healed up to their Health maximum. | | 6 | The target begins to convulse and seize, biting their tongue severely. The target's speech is slurred, giving them disadvantage on any Charisma check involving speech. | | 7 | The target begins to vomit blood and stomach acid as their body struggles for breath, leaving them with an internal scarring that makes it painful to swallow, and causes food and drink to taste vaguely rotten. The target also has disadvantage on Constitution saving throws against ingested poisons and diseases. | | 8 | A previously superficial injury begins to bleed out. The target gains an **Open Wound**. | | 9 | Physical trauma has taken its toll. The target must roll 1d2 three times and deduct the result in order from their Strength, Dexterity, and Constitution scores. | | 10 | There's a lack of oxygen to the target's brain. The target must roll 1d2 three times and deduct the result in order from their Intelligence, Wisdom and Charisma scores. |
\pagebreakNum # Stress Fallout Tables
### Affliction Table | d12 | Affliction | |:---:|:-----------:| | 1 | **Abusive.** You lash out at your allies in frustration. You give 1 Stress to an ally if they fail an attack roll or ability check by 5 or more and you have disadvantage on ability checks made to help wounded allies. | | 2 | **Anxious.** You feel uneasy about every decision you make. You can only reduce Stress while taking a long rest and you have disadvantage on rolls to resist mind altering conditions or the influence of others | | 3 | **Fearful.** You are clenched tightly in the grip of fear. You gain the Frightened condition against any perceived danger, which lasts until the threat leaves or is dealt with. This particular condition can be staved off for 1d4 rounds by succeeding a DC 12 Charisma check, on a failure however you gain 1 Stress. | | 4 | **Hopeless.** You can see no hope in this hell, none at all. The DC of all ability checks and saving throws is increased by 2 for you, and you take a -2 penalty to your attack rolls. | | 5 | **Irrational.** You refuse to accept reality. You must perform an unhelpful or counterproductive action once per combat or social interaction or gain 1 Stress and you have disadvantage on ability checks made to follow a plan. | | 6 | **Lethargic.** You cannot bring yourself to move forward. Your movement speed is halved, you take a -2 penalty to Dexterity checks and saving throws, and you cannot take the Dash action. | | 7 | **Masochistic.** You now covet the pain inflicted upon you. You cannot take the Disengage or Dodge action and you have a +2 penalty to Gritty Injury rolls. | | 8 | **Panicked.** You cannot think straight as your mind pulls you in several directions at once. You have disadvantage on Wisdom and Charisma saving throws and cannot take reactions. | | 9 | **Paranoid.** You put the blame on others, seeing conspiracy in the shadows. You cannot benefit from the Help action and you have disadvantage on attack rolls and ability checks when ally is within 10 feet of you. | | 10 | **Selfish.** You choose self preservation over everything else. You cannot help allies in a way that impedes or harms you and you must take the best/most resources when given a choice or gain 1 Stress. | | 11-12 | The **Personal Affliction** chosen at character creation. |
\pagebreakNum ### Trauma Table | d6 | Trauma | |:---:|:-----------:| | 1 | **Dissociation.** You dissociate from the world around you. You do not add any positive modifiers to Wisdom based rolls, your passive perception is considered to be 0, you cannot take reactions, and you have a -2 penalty to attack rolls. | | 2 | **Emotional Detachment.** You become cut off from the people around you. You do not add any positive modifiers to Charisma based rolls, you are unable to take or benefit from the Help action, and you automatically fail any socially orientated skill check. | | 3 | **Flashbacks.** You suffer visions of the thing that first traumatised you. You do not add any positive modifiers to Dexterity based rolls, at the beginning of each of your turns you must succeed a DC 10 Wisdom saving throw of become Staggered until the end of your turn, and you become Incapacitated if you gain the Frightened condition. | | 4 | **Nightmares.** You cannot sleep at night, unless you wish to relive your trauma. You do not add any positive modifiers to Constitution based rolls, when taking a short rest you are considered to have not slept (for determining exhaustion), and you have disadvantage on saving throws against the Frightened condition. | | 5 | **Panic Attacks.** You are thrown into a panic. You do not add any positive modifiers to Strength based rolls, at the beginning of each of your turns you must succeed a DC 10 Wisdom saving throw of become Winded and have your speed reduced to 5 feet until the end of your turn, and if you are damaged on the first round of combat you become Incapacitated until the end of your next turn. | | 6 | **Repressed Memory.** You begin to forget this experience. You do not add any positive modifiers to Intelligence based rolls, you automatically fail any check made to recall events that took place while you were suffering from this trauma, you cannot maintain concentration on abilities or features, and whenever someone brings up events from when you were suffering from this trauma you gain 1 Stress. | \columnbreak ### Ruin Table | d4 | Ruin | |:---:|:-----------:| | 1 | **Succumb.** You fall to the ground and curl up into the fetal position. You rock back and forth waiting for this nightmare to end. | | 3 | **Final Words.** You turn to a companion, uttering some last words before they fade from your mind. | | 2 | **Rage Against.** You seek to violently end the thing that took your mind from you. You make every effort to kill or destroy the thing that caused you to gain this Ruin, until either you or it are dead. You incoherently scream while you do so. | | 4 | **Finish This.** If you are to loose yourself, you resolve to at least finish the task at hand. You make every effort to complete the last immediate goal you had before you gained this Ruin. You cannot deviate from this goal, nor think about anything other than its completion. | \pagebreakNum
### Insanity Tables #### Severity 1 Table | d100 | Insanity | |:---:|:-----------:| | 1-3 | **Cowardice.** You always seek out the weakest foe in every encounter. Failure to do so or being attacked by the most powerful foe in an encounter inflicts 1 Stress. Additionally, the duration of fear effects are doubled for you. | | 4-6 | **Delusions of Grandeur.** Every failed skill check you make inflicts 1d2 Stress. | | 7-9 | **Agoraphobia.** Fear of being outdoors. You must make every effort to remain or move indoors. Failure to do so inflicts 1 Stress per day. This Stress is acquired after being outdoors for more than 4 hours. | | 10-12 | **Anxiety.** Every missed attack roll in combat inflicts a -1 penalty to future attack rolls during the encounter. If the total penalty reaches -3, you also suffer 1 Stress per miss. Once the encounter is completed, the penalties are removed, but not the Stress. | | 13-15 | **Fear of Death.** Whenever you are in the presence of the dead, you suffer disadvantage on attack rolls and ability checks. Whenever you see a dead body, suffer 1 Stress. | | 16-18| **Indecisive.** At the start of every combat encounter, you must make a DC 4 + your current amount of Stress Intelligence saving throw. On a failed save, each round, you randomly lose either your Action, Move, Reaction or Bonus Action for that round, determined by a d4 roll. | | 19-21| **Lack of Confidence.** Before every encounter or skill check, you must make a DC 4 + your current amount of Stress Intelligence saving throw to determine if you are overwrought with failing confidence. On a failed save you have disadvantage on attack rolls and ability checks until the encounter or check is completed.| | 22-24| **Visions.** Whenever you gain Stress you must make a DC 4 + your current amount of Stress Intelligence saving throw to determine if you are having visions. On a failed save, your speed is halved and you have disadvantage on attack rolls and ability checks for 1d3 rounds. | | 25-27| **Monophobia.** Fear of being alone. During an encounter if you end your turn with no allies next to you suffer 1 Stress. | | 28-30| **Superiority Complex.** Whenever your allies don't follow your lead/suggestions, you suffer 2 Stress.| | 31-33| **Fear of the Dark.** Whenever you are in an area with no light, you suffer disadvantage on attack rolls and ability checks and gain 1 Stress when you first enter the darkness and every minute thereafter.| | 34-36 | **Night Terrors.** Every night you must make a DC 4 + your current amount of Stress Intelligence saving throw to determine if you have night terrors while sleeping. A failed save will inflict 1 Stress on you and negate the benefits of a short rest. | | 37-39| **Nervous.** Every day you must make a DC 10 Intelligence saving throw to determine if you are Stressed. A failed save inflicts 1d2 | Stress upon you. | | 40-44 | **Alcoholism.** Addiction to alcohol. You must make every effort to consume alcohol on a daily basis. Failure to do so inflicts 1d4 Stress per day. This Stress is acquired after failing to consume alcohol after 8 hours.| | 45-48 | **The Shakes.** Whenever you have at least 3 Stress, your Dexterity Score is reduced by an amount equal to your current Stress.| | 49-52 | **Trepidation.** Your initiative checks are reduced by an amount equal to your current Stress.|
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| d100 | Insanity | |:---:|:-----------:| | 53-56 | **Disgusting Habit.** You develop a socially repulsive habit. You suffer disadvantage on all socially oriented skill checks.| | 57-60 | **Fear of Water.** Whenever you are in or on water that is deeper than your waist, you suffer 1 Stress when you first go onto/into the water and every minute thereafter.| | 61-64 | **Claustrophobia.** Fear of enclosed spaces. You must make every effort to remain or move outdoors. Failure to do so inflicts 1d2 Stress per day. This Stress is acquired after being indoors or underground for more than 4 hours. | | 65-68 | **Xenophobia.** When dealing with a member of a different culture you must make a DC 4 + your current amount of Stress Intelligence saving throw to determine if you gain Stress. On a failed save, you immediately gain 2d4 Stress.| | 69-72 | **Insatiable Greed.** In every situation where gold/riches are at stake, you must make every effort to acquire more than each of your allies. Failure to do so inflicts 1d4 Stress.| | 73-76 | **Reclusive.** You prefer to be alone. Whenever you begin or end your turn adjacent to an ally during combat, you immediately suffer 1 Stress. | | 77-80 | **Fear of Fire.** Whenever you are in the presence of a fire larger than a torch, you suffer disadvantage on attack rolls and ability checks. Whenever you are damaged by fire suffer 1 Stress.| | 81-84 | **Hypochondriac.** You have a fear of illness and disease. If any of your allies become diseased, you immediately suffer 1 Stress. If you become diseased, you immediately suffer 2d4 Stress.| | 85-88 | **Fear of Heights.** Whenever you are in an exposed area more than 20' above the ground, you suffer 1d4 Stress.| | 89-92 | **Fear of Beasts.** Whenever you are in the presence of a beast of Medium size or larger, you suffer disadvantage on attack rolls and ability checks. Whenever you are damaged by such a beast's attack, suffer 1 Stress.| | 93-96 | **Fear of Vermin.** Whenever you are in the presence of vermin (beasts of Small size or smaller), you suffer disadvantage on attack rolls and ability checks. Whenever you are damaged by a vermin's attack, suffer 1 Stress. | | 97-100| **Brief Bouts.** Whenever you finish a short rest you must roll on the Affliction table and suffer from the rolled Affliction until you take a short rest. The Affliction gained in this way cannot be removed if you have 0 Stress.|
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#### Severity 2 Table | d100 | Insanity | |:---:|:-----------:| | 1-5 | **Homicidal.** At the beginning of every round of combat, you must make a DC 5 + your current amount of Stress Intelligence saving throw. On a failed save, you must attack the nearest foe or ally in the most effective manner available to you. | | 6-10 | **Depression.** Every day you must make a DC 10 Charisma saving throw to determine your level of depression. On a failed save, for that day, you are unable to perform anything beyond simple tasks. You will have disadvantage on skill checks and attack rolls for the entire day.| | 11-15 | **Fear of Blood.** Whenever you are in the sight of blood you become nauseated and panicked. Once per combat encounter you must make a DC 5 + your current amount of Stress Intelligence saving throw. On a failed save, you gain 2d6 Stress. 16-20 | Paranoia. You have an inherent distrust of your allies. Once per day, you and your allies must make a DC 10 Intelligence saving throw or suffer 1d4 Stress.| | 21-25 | **Obsessed.** Until you accomplish your party's ultimate goal for the adventure, you suffer 1 Stress per day. | | 26-30 | **Masochist.** In the first round of every combat encounter, you allow yourself to be struck for damage. | | 31-35 | **Weak-Minded.** You have disadvantage on all skill checks and saving throws that rely on Intelligence, Wisdom, or Charisma.| | 36-40 | **Hallucinations.** Whenever you gain Stress you must make a DC 5 + your current amount of Stress Intelligence saving throw to determine if you are having hallucinations. On a failed save, your speed is halved and you have disadvantage on attack rolls and skill checks for 1d4+2 rounds.| | 41-45 | **Fragile Nerves.** Every day you must make a DC 14 Intelligence saving throw to determine if you are mentally stable. A failed save inflicts 2d6 Stress. | | 46-50 | **Panic Attacks.** At the beginning of every combat encounter, you must make a DC 5 + your current amount of Stress Intelligence saving throw. On a failed save, you suffer disadvantage on attack rolls and skill checks until the end of the encounter.| | 51-55 | **Solipsism.** You're no longer certain that anything besides yourself truly exists. Whenever you take an action or perform a skill that could potentially beneficially affect one of your allies, you do so with disadvantage.| | 56-60 | **Warped Self-Image.** Every day, you must make a DC 14 Intelligence saving throw. On a failed save, you gain 1 Stress and cannot use your stamina dice for that entire day.| | 61-65 | **Pyromaniac.** You are compelled to burn things. You must make every effort to burn buildings or structures once per week or you will suffer 2d4 Stress each day until you do so.| | 66-70 | **Lunatic.** Every month for the 3 days of the full moon, you suffer a different random Insanity from the Severity 2 table. These are not cumulative and disappear after the full moon ends.| | 71-75 | **Sadist.** If you don't successfully damage a foe in a combat encounter, you suffer 2d6+1 Stress.| | 76-80 | **Cravings.** You have an overwhelming desire to taste and eat things not normally meant for “human” consumption. You suffer a -4 penalty to your Charisma score until this insanity is removed. | | 81-90 | **Tension.** Whenever you have Stress over your Resolve, your Strength score is reduced by the amount of Stress over your Resolve.| | 91-95 | **Forgetful.** Whenever you have Stress over your Resolve, your Intelligence score is reduced by the amount of Stress over your Resolve.| | 96-100 | **Unstable.** Whenever you finish a short rest you must roll on the Trauma table and suffer from the rolled Trauma until you take a short rest. The Trauma gained in this way cannot be removed separately from this Insanity.|
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#### Severity 3 Table | d100 | Insanity | |:---:|:-----------:| | 1-10 | **Amnesia.** You forget everything about yourself; your skills, abilities and your stats become those of a commoner.| | 11-20 | **Catatonia.** You retreat into yourself, shutting out the outside world. Whenever your Stress surpasses your Resolve, you must make DC 3 + your current amount of Stress Intelligence saving throw. On a failed save you become helpless for 1d4 days, after which you return to normal unless your insanity is removed prior to that.| | 21-30 | **Suicidal.** At the beginning of every combat encounter, you must make a DC 3 + your current amount of Stress Intelligence saving throw. On a failed save you will allow yourself to be struck for damage for the entire encounter and will take no other actions.| | 31-40 | **Manic.** You believe you are unstoppable. Every day, you must make a DC 14 Intelligence saving throw. On a failed save, you cannot benefit from short or long rests as you remain awake. Everyday you are manic in this way you gain a level of exhaustion.| | 41-50 | **Psychopath.** At the beginning of every combat encounter, you must make a DC 3 + your current amount of Stress Intelligence saving throw. On a failed save, you must attack the nearest foe or ally in the most effective manner available to you and continue to do so until they are dead.| | 51-60 | **Fragile State.** You always have disadvantage on attack rolls and skill checks. In addition, your ability checks and attack rolls have a penalty to the roll equal to the amount of Stress you currently have.| | 61-70 | **Unhinged.** You are afflicted with two severity 2 insanities.| | 71-80 | **Extreme Condition.** Roll on the Severity 1 table. You acquire the rolled insanity but with double the negative effects (such as Stress gain or duration). GM adjudication may be required for more specific mechanics. | | 81-90 | **Delusional.** You believe you have the abilities of a class that you are not. Each encounter you must make a DC 3 + your current amount of Stress Intelligence saving throw. On a failed save you must role-play as a random class for the duration of the encounter. You have disadvantage on attack rolls and skill checks for the duration of the encounter.| | 91-100 | **Hysteria.** Whenever you gain Stress, you become Stunned until the end of your next turn and Frightened of everything for 1 minute.|
\pagebreakNum # Image Credits - Arrow, Head Image: *Betrayer by haryarti* - Arrow, Torso Image: *238/365- A Feast For Crows by snatti89* - Bludgeoning, Head Image: *Aedirnian Mauler - Gwent Card by akreon* - Piercing, Torso Image: *Chivalry II - 2D illustrations by Goodname Studio* - Piercing, Legs Image: *Agincourt Mudbath by EthicallyChallenged* - Slashing, Head Image: *Teutonic knight by ManuLaCanette* - Slashing, Torso Image: *Gutting Slash by Grafit Studio* - Slashing, Arms Image: *Forest Duel by NeilBlade* - Death Saves Image: *Maud of the Prairie by OceanHasAPen* - Affliction Image: *Vestal Afflicted by Red Hook Studios*