# Wounded & Zero HP When a PC or monster is hit, the target’s hit points are reduced. When a character’s hit points drop to half or below, they gain the **[[Wounded]]** status, and display obvious signs of physical trauma. The *[[Wounded]]* condition can be a useful indicator to gauge how a combat is going, and some character abilities trigger when a creature is *[[Wounded]]*. Generally when a monster’s hit points fall to zero it dies (ignore negatives). When a PC is reduced to **zero hit points,** the adventurer falls unconscious and is either ***Dead or Dying.*** You don’t find out which until after the battle, when someone turns the body over for a closer look. ## Death Save **After the fight** or encounter, if the character’s body is recovered and inspected, the PC makes a *Death Save*: a roll equal to or under check vs **10 + Con mod or Will mod** (whichever is higher, ignore negatives, *Reroll* available). Any **healing magic** applied up to this point grants a +2 bonus to the save only (does not stack, and does not restore any hp). On a **success**, the character is ***Dying*** (below). On a **failure**, or if the body cannot be recovered, the adventurer really is **dead** and gone. Shed a tear, frown as the party loots the still warm corpse, then ask the GM about taking over a **hireling**, playing the monsters, or dropping in a new PC p.132. ## Dying & Injuries A ***Dying*** adventurer isn’t gone just yet; the PC is unconscious and deteriorating, but can be saved by an ally. An adjacent character may **stabilize** a *Dying* PC by applying healing magic, bandages, staunching wounds, etc. Whatever the means, as long as there is no immediate danger and aid given, the PC is restored to **1 hit point** after **`dice: 1d3` minutes.** Healing magic applied to a *Dying* PC provides additional hit points, but still requires `dice: 1d3` minutes to do its work. The near death experience however leaves a mark, requiring a **`dice: 1d20` roll** on the **Injuries & Setbacks table.** Such injuries are generally referred to as **persistent** injuries (those which heal over time, eg *Muscle Tear*) or **permanent** injuries (which do not heal, eg a lost eye or severed limb). Some persistent injuries require **treatment** (p.124) as noted in the individual descriptions. ## Injuries & Setbacks | `dice: 1d20` | Injury or Setback | | ---- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Scarring.** You suffer some cosmetic scars. No real effect other than some folks might find them interesting (or even impressive) after a few drinks. | | 4 | **System Shock.** You suffer disadvantage on Init checks. The injury mends in `dice: 1d3` days. | | 5 | **Sprained Ankle.** You must make a Dex check to charge, jump, or move twice in one round, and apply disadvantage on mobility related checks (including Party Retreats and chases). If you fail such checks you fall *[[Prone]]*. The injury mends in `dice: 1d6` days. | | 6 | **Head Injury.** You suffer `dice: 1d6` Int, Perc, Wil, or Cha loss. | | 7 | **Muscle Tear.** You suffer `dice: 1d6` Str, Dex, or Con loss. | | 8 | **Infected Wound.** Lose `dice: 2d4` Con, and a further `dice: 1d4` Con every dawn until the wound is healed. You die if your Con is reduced to zero. Treatment with the Apothecary skill cures the wound after `dice: 1d2` days, or *[[Cleansing Charm]]* cures it instantly. | | 9 | **Damaged Battle Gear.** A random piece of Battle Gear has been damaged. Until repaired, the item cannot be used, imposes disadvantage, or suffers some other penalty as the GM determines. Magical items have a 50% chance to negate this effect. | | 10 | **Damaged Armour.** Armour you are wearing is damaged. Until repaired, your armour provides only half the normal AC bonus. Magical items have a 50% chance to negate this effect. | | 11 | **Damaged Magical Item.** A random magical item (not a weapon or armour) is damaged (if not applicable, reroll). Until repaired, trying to use it requires a *Luck* Save; a failure triggers a [[Dark and Dangerous Magic\|DDM]] effect. | | 12 | **Swelling on the Brain.** You suffer a random Madness. The madness naturally subsides after `dice: 1d10` days. | | 13 | **Disfigured.** You suffer nasty permanent scarring to your head, neck, hands, or other obvious spot. The scars generally impose a -2 penalty on social checks (GM’s call). | | 14 | **Broken Ribs.** When you suffer physical damage, you must make a Con or Wil check (your choice) or lose your next action. `dice: 3d6` days of rest mends the injury. | | 15 | **Internal Bleeding.** When you take an action in combat, you must make a Con or Wil check (your choice) or lose `dice: 1d8` hp. `dice: 3d6` days of rest mends the injury. | | 16 | **Ear Injury.** You suffer disadvantage on hearing Perc checks and balance related checks. Make a *Luck* (Con) save; on a fail the ear is lost. On a success the ear is damaged but will heal in eight weeks. | | 17 | **Leg or Foot Injury.** Roll `dice: 1d6`: 1-3: foot, 4-5: below knee, 6: leg. Your move speed is Slow and apply disad on mobility related checks. Make a *Luck* (Con) save; on a fail the limb is lost (requiring a peg leg, etc). On a success the limb is broken and non-functional but will heal in eight weeks. | | 18 | **Arm or Hand Injury.** Roll `dice: 1d6`: 1-3 hand, 4-5: below elbow, 6: arm. Make a *Luck* (Con) save; on a fail the limb is lost. On a success the limb is broken and non-functional but will heal in eight weeks. | | 19 | **Eye Injury.** You suffer disadvantage on sight Perc checks, and a 33% miss chance on attack rolls. Make a *Luck* (Con) save; on a fail the eye is lost. On a success the eye is damaged but will heal in eight weeks. | | 20 | **Neck Injury.** Your neck is fractured. You are *[[Helpless]]*, paralyzed from the neck down until treated by an apothecary and twelve weeks of rest. Permanently lose 1 point of Con. |