Campaign Setting Index => Gameplay Index => Rules For Combat
Injuries
Adventuring is a dangerous business. Slips, falls, combat, and sheer bad luck are commonplace. Anytime an enemy lands a critical hit, the character has a critical failure on an ability check (when appropriate), or there is some other environmental mishap there is a chance for injury. A character who suffers a critical hit in combat must make a Hard Earth saving throw against the Area DC. If they fail the save, the characters rolls on the Injury Table. Other injury situations will be dealt with on a case by case basis.
GM Note: Injuries can have a big impact on a party so please feel free to modify the Injury Table as needed. The intention behind the four categories (Mild, Troublesome, Severe, Critical) is to allow for a variety of effects and durations. Mild injuries are those that can be shaken off after a little time, Troublesome are those that are not too serious but are hard to ignore. Severe injuries are painful and nagging with the possibility of getting worse if untreated. Critical injuries are meant to be debilitating and can eventually lead to death or permanent disability if left alone.