Injuries

Dead

When PCs get injured, they become staggered at 0hp

If you take more than a single move action in your round, you drop to -1hp and begin dying . Similarly if you take further injury which drops you to -1hp or lower, you are dying .

StaggeredDying

If your hp drops to a negative value which is greater than your Constitution score, roll on the following table:

d20InjuryEffects
1-5Minor scarInteresting but otherwise purely cosmetic. You may only have one minor scar, subsequent minor scars count as a moderate scar instead
6-8Moderate scar+2 to intimidate checks. You may only have one moderate scar, subsequent moderate scars count as a major scar instead
9-11Major scarSevere cuts cause damage to facial tissue leaving horrible scars and leaving you unable to perform certain facial expressions. Permanent -1 to Cha. You keep the intimidate bonus from moderate scar if you have one. You may only have one major scar, subsequent major scars count as a serious wound instead
12-14Loss of fingerroll 1d10 to determine which is severed, re-rolling those already lost. Every two fingers lost imposes a permanent -1 to all checks which require manual dexterity (including fighting with light weapons). A fully de-fingered hand also counts as a loss of hand (see below). Effects stack.
15-16Serious WoundPermanent -1 to Con. Each time you suffer a serious wound, your Con reduces by one. You can only suffer a number of serious wounds equal to your Con modifier (minimum 1) +1. If you suffer more serious wounds than this, you are dead.
17Loss of eyeRandomly determine which one is gone. You take -4 on all sight-based perception checks. If you roll this result again, you lose the other eye and are blinded permanently. If you roll this result a third time, it counts as a serious wound instead.
18Loss of legRandomly determine which is lost. Speed reduced to half (can be improved with prostheses), cannot charge, permanent -1 to Con. If you roll this result again, you lose the other leg and your speed is reduced to 5ft. If you roll this result a third time, it counts as a serious wound instead.
19Loss of handRandomly determine which is lost. Cannot use two-handed items, permanent -1 Dex, -2 Climb checks. You also lose the fingers on that hand (see above). If you roll this again, you lose the other hand and can no longer wield weapons. If you roll this result a third time, it counts as a serious wound instead.
20Loss of armRandomly determine which is lost. Permanent -1 to Str. You also lose the hand and all fingers (see above). If you roll this again, you lose the other arm. If you roll this result a third time, it counts as a serious wound instead.

Once the injury is applied, you stabilise at a negative hp value equal to your Constitution score. Any further injuries which drop you below your Con score would then require another roll on this table. If you roll a result which cannot be applied (eg lose a leg when both are already pegs) it counts as a serious wound instead.

Limb loss might also occur through the use of the critical hit or critical fumble cards we use. The penalties above also apply to any rules mentioned on the card itself (DM’s discretion).

Injuries

Orithia- Skull & Shackles Kid_Dangerous