# 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 **1d3 minutes.** Healing magic applied to a *Dying* PC provides additional hit points, but still requires 1d3 minutes to do its work. The near death experience however leaves a mark, requiring a **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
| 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 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 1d6 days. |
| 6 | **Head Injury.** You suffer 1d6 Int, Perc, Wil, or Cha loss. |
| 7 | **Muscle Tear.** You suffer 1d6 Str, Dex, or Con loss. |
| 8 | **Infected Wound.** Lose 2d4 Con, and a further 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 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 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. 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 1d8 hp. 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 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 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. |