Lannis
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Injuries and Damage:
Mechanical Effects:
Tending to Injuries:
Causing Injuries:
Injuries are categorized as Minor, Major, and Lethal. A character can sustain at most two injuries at a given tier, and any further taken count as an injury of a higher tier; i.e. the third Minor Injury received counts as a Major Injury. These are general categories that are used by other game mechanics to describe only the severity of an injury taken; actually deciding on an appropriate injury and describing what it is is left to the players involved.
Injuries and healing in this system are considered in the context of a short-term conflict or event, and the methods to tend them are such that a character can continue on in the short term without minding their effect. Full recovery from any injuries sustained is left to time or other means of healing; you don't need to roll medicine checks to heal from something naturally or with appropriate healing RP, they only apply if you're trying to shrug off the mechanical detriment in the short term.
Mechanical Effects:
Minor Injuries: Do not pose any immediate mechanical detriment.
Major Injuries: Impose a -4 penalty to any roll made to attack another creature, including spells. This effect stacks.
Lethal Injuries: Render a character unconscious or otherwise unable to act.
Tending to Injuries:
Mundane Healing:
Minor Injuries: A single minor injury can be tended quickly with first aid; within 1 minute and a DC 14 Mind+Medicine check
Major Injuries: A single major injury can be tended in around 5 minutes with a DC 16 Mind+Medicine check, and rest of around one hour.
Lethal Injuries: A lethal injury can be stabilized with a DC 18 Mind+Medicine check, but requires long term care and rest to recover.
Magical Healing:
Spells: Heal injuries based on their spell level and description. Generally level 1 spells may heal a Minor Injury, level 2 spells may heal a Major Injury, and level 3+ spells may heal a Lethal Injury.
Causing Injuries:
Mundane Weapons:
Weapons roll a damage according to their category, as given on the weapon damage table.
Spells:
Damaging spells roll up to 1dn, where n is the level of the spell; i.e. a 1st level spell does at most a minor injury (1d1) and a 4th level spell does at most 1d4. Rolling for the maximum damage is contingent on other effects of the spell, and if a spell does not specify otherwise, a reasonable roll for any spell that is not exclusively damage should be either agreed upon by the parties or resolved by a DM. Cantrips do not deal enough damage to be considered an injury.
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