Healing is Character Point cost of raising attribute in weeks.
Roll less than total below 0 to test death
Roll less than total reduced to 0 to test for crippled
A character may safely sustain a number of injuries equal to their PE (minimum 0) Each injury beyond this gives the character actual damage: -1 on every stat.
The number of injuries sustained with each damaging blow is increased by one if the target is significantly larger than the attacker, eg. An ogre striking a human, or dwarf punching a fairy. GMs may want to increase this additional damage in extreme cases, eg. A particularly large stone giant smashing a halfling, or an elephant trampling a leprechaun.
This spell will cure one physical injury, if cast before a mortal injury roll is made. For each additional pair of Earth and Water runes an additional injury is healed.
#Perhaps injuries should be -1 on same type stats? With mental stats being reduced by 1 for each 2 physical/mental injuries?
A character may choose to go unconscious any time they are wounded. They may not choose to wake up until Mortal Injury rolls have been made.
This spell will awaken an unconscious character, though it does not heal any injuries.
As a rule of thumb the GM may decide that NPCs will fall unconscious after taking actual damage equal to their total MS+ME+SS+SE. [too much given current stat theory?]
?Differing 'drop stats'? ie.
When combat is over each player makes a Mortal Injury roll using a d20. If the number rolled is less than the amount of actual damage suffered since the last Mortal Injury roll the character has been mortally wounded and will die in a number of days equal to the number rolled. If the number rolled is equal to the actual damage suffered the character has been crippled and loses a point permanently from one stat: roll a d6; 1-2PS, 3PE, 4-5PA, 6(roll again; 1-2MS, 3-4ME, 5-6MA) [Now see Crippling Injuries tables below], and must also heal damage as if they had passed the mortal injury test.
For those who pass the mortal injury roll damage is healed at a rate of -1 per day. Any PE damage buffer must also be healed at the same rate once actual damage has healed.
If an unconscious character is put to death they are treated as having failed their mortal injury roll unless they roll exactly equal to the actual damage they are suffering. In this case the executioner has botched the job and the character is merely crippled. Helpless, but uninjured, characters who are put to death are rendered immediately unconscious, treated as having used their PE injury buffer, and suffered one actual injury.
1. Soul Bleed
Fey get +1 to spot, track, etc. you.
Void demons also get +1 to spot, track, etc., and enjoy a 'spiritlust' against you.
1. Mind Scar
2.
3.
4. Phobia
You gain a phobia relating to the cause of the injury.
Examples: Fear of Orcs, Fear of Axes, Fear of Fighting Alone, etc.
5. Psychosis
You suffer hallucinations and delusions relating to the cause of the injury.
Examples: Orcs! Orcs Everywhere!, It Didn't Kill Me, I Must Be Immortal, etc.
6. Obsession
You gain an obsession relating to the cause of the injury.
Examples: All Orcs Must Die, Always Carry a Shield, Always Check for Traps, etc.
1. Head Wound
-1 MS
2. Cracked Skull
-1 MA
A crippling head injury could be healed using this spell, including a number of Fire runes equal to the Mortal Injury Roll result for the injury being healed.
3. Lame
-30% movement
-1 PS and PA on all skills requiring leg work (combat, climb, swim, etc.)
4. Arm Wound
-1 PS and PA on all skills requiring the use of the affected arm.
5. Spinal Injury
-1 PS (and -1 PA?)
Many physical injuries could be healed using this spell, including a number of Earth runes equal to the Mortal Injury Roll result for the injury being healed.
6. Internal Injuries
-1 PE
Dangerous internal injuries require both Air and Fire runes equal to the Mortal Injury Roll result for the injury being healed.
7. Terrible Scars
No mechanical effects.
D6: 1-2 Head, 3 Arm, 4 Leg, 5-6 Torso