Wounds
If your HEA falls to zero or lower, you roll an injury (INJ) on the relevant wounds table (based on the type of damage suffered). This is a d6 + your current INJ, which is equal to the rating of the highest wound you’re currently suffering from, or 0 if you have no wounds. After you suffer a wound, you reset your HEA to its maximum.
Wound Types
There are two types of wounds, minor and severe. Minor wounds are any wound with an injury level less than 8. Severe wounds have an injury level of 8 or higher.
Minor wounds can be healed by a long rest, but severe wounds cannot. At that point, extensive rest, powerful magic, or rare potions are the only methods to remove those wounds.
Wound Saves
For minor wounds, you roll saves on your turn as normal. For severe wounds, you cannot save for the condition imposed unless it deals damage over time (bleeding, burning, etc.) or
Crush Wounds
These wounds are often caused by blunt melee weapons such as maces or powerful monsters. They often involve moving the Paladin, breaking their bones, and conditions that cannot be saved against. For those special conditions, the wound itself must be healed for the condition to disappear.
INJ | Crush Wounds |
---|---|
1 | Smashed → knocked prone |
2 | Drained → lose (6) stamina |
3 | Smashed → pushed 2 square and knocked prone |
4 | Drained → lose (12) stamina |
5 | Smashed → pushed 4 squares and knocked prone |
6 | Exhausting → pushed 2 squares and gain the slowed condition |
7 | Exhausting → pushed 4 squares and gain the slowed condition |
8 | Bone broken → gain the broken condition |
9 | Limb broken → gain the broken condition and unable to use one limb |
10 | Back broken → gain the immobilized and stunned conditions |
11 | Skull broken → gain the unconscious condition |
12+ | Shattered → pushed 4 squares, knocked prone, gain the unconscious and dying conditions |
Piercing + Slashing Wounds
These wounds are the most common and can be caused by arrows, swords, and animals. They leaving bleeding wounds that will weaken and then kill the Paladin if left untreated.
INJ | Piercing + Slashing Wounds |
---|---|
1 | Grazed |
2 | Cut → lose (2) stamina and (2) willpower |
3 | Cut → lose (4) stamina and (4) willpower |
4 | Bleeding → gain the bleeding (2) condition (save ends) |
5 | Bleeding → gain the bleeding (4) condition (save ends) |
6 | Bleeding → gain the bleeding (6) condition (save ends) |
7 | Bleeding → gain the bleeding (8) condition (save ends) |
8 | Shock → gain the dazed condition |
9 | Arm withered → gain the impaired condition (one arm) |
10 | Leg withered → gain the impaired condition (one leg) |
11 | Withered → gain the immobilized condition and impaired condition (two limbs) |
12+ | Bleeding out → Gain the unconscious and dying conditions |
Massive Wounds
You do not add your injury level to rolls on the massive wounds table, you only roll a d12. These wounds are often caused by alchemy, magic, and monsters. They can kill or sever limbs with ease. If a limb is severed, it cannot be restored to the body.
d12 | Massive Wounds |
---|---|
1 | Blasted → gain the prone condition and lose (12) stamina |
2 | Broken → gain the broken and prone conditions |
3 | Broken → gain the immobilized, prone, and stunned conditions |
4 | Concussed → gain the dazed and stunned conditions, MIN save or gain unconscious too |
5 | Concussed → gain the dazed and stunned conditions, MIN save or gain unconscious too |
6 | Concussed → gain the unconscious condition |
7 | Limb destroyed → arm is severed, can only use one hand |
8 | Limb destroyed → leg is severed, gain the immobilized condition |
9 | Limbs fragmented → lose d4 limbs (1-2 arms, 3-4 legs) |
10+ | Dismembered → gain the unconscious and dying conditions, lose d4 limbs (roll d4) |
d4 | Random severed limb |
---|---|
1 | Left arm |
2 | Right arm |
3 | Left leg |
4 | Right leg |
Magic Wounds
These wounds are often caused by alchemy, spells, and monsters. There are several tables for common types of magic.
d12 | Flame Wounds |
---|---|
1-7 | Burned → gain the burning (4) condition |
8-11 | Scorched → gain the burning (8) condition |
12+ | Incinerated → gain the burning (16) condition |
d12 | Frost Wounds |
---|---|
1-7 | Numbed → gain the slowed condition and lose (4) stamina |
8-11 | Chilled → gain the immobilized condition and lose (8) stamina |
12+ | Frozen → gain the exposed condition |
d12 | Spark Wounds |
---|---|
1-7 | Sparked → gain the dazed condition and lose (4) will |
8-11 | Shocked → gain the stunned condition and lose (8) will |
12+ | Overwhelmed → gain the exposed condition |
Broken Will
These conditions are triggered when your will is broken by a powerful spirit or magic. If your WIL falls to zero or lower, you roll a d6 on the broken will table. Afterwards, you regain a number of WIL equal to d6 + MIN.
d6 | Broken Will |
---|---|
1 | Confused → gain the slowed condition. |
2 | Overwhelmed → gain the immobilized condition. |
3 | Cracked → gain the dazed condition. |
4 | Splintered → gain the stunned condition. |
5 | Strained → gain the frightened condition. |
6 | Broken → gain the exposed condition. |