Blade-related injuries and setbacks are caused by Nat 19 rolls from piercing and cutting weapons such as swords, knives, and axes, but also claws and teeth. **Roll 1d12** unless instructed otherwise.
| 1d12 | Trauma |
| ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Pinned.** The attacker may choose to pin the target to a nearby surface (if possible, GM’s call) by piercing their armour, clothing, gear, etc. Breaking free requires a Str check or contest (no action). |
| 2 | **Disarmed.** The target is disarmed. The attacker may choose to make a Dex check to catch the weapon in their hand, beneath their foot, kick it away, etc. |
| 3 | **Impaled.** The target is impaled, suffering automatic weapon damage at the start of their turn. Unimpaling requires a Str contest (or a Will check if unopposed). |
| 4 | **Damaged Gear.** A random piece of Battle Gear is damaged. The item is non-functional or suffers some other penalty until repaired (GM’s call). |
| 5 | **Ligament Slash.** Target suffers 1d6 Str, Dex, or Con loss. |
| 6 | **Sliced Nose.** Target loses their olfactory sense and 1d3 Cha until healed. Make a *Luck* (Dex) save; on a success, the nose is split but will self-heal with six weeks of rest. Otherwise, the nose is lost. |
| 7 | **Shorn Ear.** Target suffers disadvantage on hearing Perc checks and balance-related checks. Make a *Luck* (Dex) save; on a success, the ear is partly shorn but will self-heal with six weeks of rest. Otherwise, the ear is lost. |
| 8 | **Stabbed Eye.** Target suffers disadvantage on sight Perc checks, and a 33% miss chance on attack rolls. Make a *Luck* (Dex) save; on a success, the eye is damaged but will self-heal with six weeks of rest. Otherwise, the eye is lost. |
| 9 | **Bleeding Out.** A deep gash causes the target to lose 2d6 hp at the start of their turn each round. An action bandaging stems the flow for ten minutes. A few minutes stitching by someone with the Apothecary skill stops further hp loss. |
| 10 | **Severed Arm or Hand.** Roll 1d6: 1-3 hand, 4-5 below elbow, 6 arm. Target’s limb is severed unless they make a *Luck* (Con) save. On a success, the limb is badly lacerated and non-functional, but will heal with treatment and eight weeks of rest. |
| 11 | **Severed Leg or Foot.** Roll 1d6: 1-3 foot, 4-5 below knee, 6 leg. Target’s move speed is halved, they require a crutch or peg leg to walk, and suffer disad on mobility-related checks. Target’s limb is severed unless they make a *Luck* (Con) save. On a success, the limb is badly lacerated and non-functional, but will heal with treatment and eight weeks of rest. |
| 12 | **Severed Neck.** Target makes a *Luck* (Con) save. On a fail, they are decapitated (instant death). On a success, they are reduced to zero hit points. |