Injury System

When a character takes extensive damage, they may gain an injury. Injuries come in two severities, minor and major. Minor injuries provide a mild penalty to a character’s actions or defenses while a major injury is far more serious. Injuries can normally only be recovered during a sabbatical rest.

Minor Injuries

A minor injury may occur under the following conditions:

  • A character is subject to a critical hit
  • A character is knocked unconscious and fails no more than one death saving throw.

Major injuries

A major injury may occur under the following conditions:

  • A character fails two death saving throws in a single encounter.
  • A character is subject to a coup de grace while unconscious.

A character can not be certain that an injury has occurred until the end of the encounter. At that point, the character makes a single saving throw (no matter how many times the character was subject to conditions that could cause an injury). On a success, the character takes no injury if saving against a minor injury, but if saving against a major injury, the character takes the corresponding minor injury on a success. When the character is injured, the DM rolls randomly on the injury table to determine the nature of the injury. Due to their ability to shrug off physical punishment, characters with the defender role gain a +2 to the saving throw against injury.

Injury Table

Roll 1d12 Minor Injury Major Injury
1 Gashed Thigh: When you charge, you may only move half your speed Crushed Hip: Whenever you move more than half your speed, you fall prone at the end of that movement. you cannot run or charge
2 Gut Wound: You take a -1 penalty to your fortitude defense Ruptured Spleen: If you are damaged while granting combat advantage, you take ongoing 5 damage (save ends).
Level 11: ongoing 10 damage
Level 21: ongoing 15 damage
3 Concussion: You take a -10 penalty to initiative checks. Cracked Skull: At the start of each encounter, you are dazed until the end of your first turn. You take a -2 to saving throws against the dazed and stunned condition.
4 Sprained Wrist: The first time you roll a natural 20 on an attack roll in an encounter, reroll and take the second result. Broken Arm: you take a -4 penalty to damage rolls. You cannot roll a critical hit.
Level 11: -8 penalty to damage rolls.
Level 21: -12 penalty to damage rolls
5 Seeping Wound: Allies take a -5 penalty to use the heal skill on you. Gangrenous Wound: Reduce your maximum number of hit points by your level + 3.
6 Sprained Ankle: You take a -1 penalty to your reflex defense Splintered Kneecap: You cannot shift. Your defenses take a -4 penalty against opportunity attacks.
7 Nicked Artery: While bloodied, you regain only half the normal number of hit points from healing effects. You do not take this penalty during a short or extended rest. Gushing Artery: You regain only half the normal number of hit points from healing effects. You do not take this penalty during a short or extended rest. You may not use the second wind ability.
8 Cracked Ribs: When you use an immediate or opportunity action, you grant combat advantage until the start of your next turn. Sucking Chest Wound: You take a -5 to attacks made on a turn other than your own.
9 Wrenched Back: You take a -2 penalty to all strength, dexterity, and constitution based skills and checks. Cracked Spine: Your speed is reduced to 2. You may use a standard action to move at your normal speed
10 Blackouts: You take a -1 penalty to your willpower defense Fainting Spells: The first time you are bloodied in an encounter or whenever you are hit by a critical hit, make a saving throw. On a failure, you fall prone and are stunned until the end of your next turn
11 Face Slash: You take an additional -1 penalty to attack a creature with concealment or cover (but not a creature with full concealment or superior cover). Eye Gouge: The first time you are bloodied in an encounter or whenever you are hit by a critical hit, you are blinded until the end of your next turn.
12 Mental Trauma: You take a -2 penalty to all intelligence, wisdom, and charisma based skills and checks. Flashbacks: You must make any opportunity attacks your allies provoke and close and area attacks that target enemies also target your allies.

Special Injuries

Traps, skill challenges, or special abilities of monsters may also bestow injuries, including injuries that do not otherwise appear on the injury table.

Staving Off Injury

At the end of an extended rest a character can make a heal check against any injuries the character has suffered. A character can make the check against each injury once. Up to two characters can assist. The heal check is made against a medium DC of the injured character’s level for minor wounds, and a hard DC of the injured character’s level for major wounds. On a success, the character ignores the effects of that wound until its next extended rest. On a failure, the character loses a healing surge.

Injury System

Empire of Bane Luke_Davis