Blunt injuries and related setbacks are caused by bludgeoning weapons such as hammers, fists, tail whips, etc. **Roll 1d12** unless instructed otherwise.
| 1d12 | Trauma |
|------|--------|
| 1 | **Prone & Winded.** Knocked to the ground Prone and winded. Target may stand at the end of their next turn with a successful Str, Will, or *Luck* (Con) check. |
| 2 | **Head Knock.** A head impact renders the target Stunned. If wearing a helmet, PCs may make a *Luck* (Con) save to negate. |
| 3 | **Hurled Backwards.** The target is thrown backwards (GM decides how far) and falls Prone. They drop whatever they were holding at the point of impact. |
| 4 | **Concussion.** The target’s skull gets hammered, causing 1d6 Int, Will, Cha, or Perc loss (if wearing a helmet, 1d2). The target is also Stunned. |
| 5 | **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). |
| 6 | **Broken Ribs.** When the target suffers physical damage, they must make a Con or Will check or lose their next action. 3d6 days of rest mends the injury. |
| 7 | **Mangled Ear.** Target suffers disadvantage on hearing Perc checks and balance-related checks. Target’s ear is lost unless they make a *Luck* (Con) save. On a success, the ear will heal with treatment and six weeks of rest. |
| 8 | **Smashed Eye.** Target suffers disadvantage on sight-related Perc checks, and a 33% miss chance on attack rolls. Target’s eye is lost unless they make a *Luck* (Con) save. On a success, the eye will heal with treatment and eight weeks of rest. |
| 9 | **Crushed Larynx.** Target makes a *Luck* (Con) save; on a success, they are unable to speak for four weeks. On a fail, the character is permanently mute. |
| 10 | **Broken Arm or Hand.** Roll 1d6: 1-3 hand, 4-5 below elbow, 6 arm. Target’s limb is lost unless they make a *Luck* (Con) save. On a success, the limb is broken and non-functional, but will heal with treatment and eight weeks of rest. |
| 11 | **Fractured 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 disadvantage on mobility-related checks. Target’s limb is lost unless they make a *Luck* (Con) save. On a success, the limb is broken and non-functional, but will heal with treatment and eight weeks of rest. |
| 12 | **Skull Crush.** Target makes a *Luck* (Con) save. On a fail, they die instantly. On a success, they enter a coma for 2d6 days and then die (may be healed with intensive apothecary treatment and a *Luck* (Con) save in the interim). |