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Death_and_Injury

valzi edited this page Feb 9, 2019 · 2 revisions

Death and Injury

If any Attribute drops to 0, the character is dead.

Flesh Loss

When your character loses any Flesh, make a Saving Throw. Success indicates Injury. Failure indicates death. Additionally, if the Save is successful by a margin of only 1 or 2 points, gain a Scar in the affected area (see below.)

When Gaining an Injury the character rolls 1D6 for anatomy and 1D6 for severity on the table below.

Injured characters may be revived after combat with 0 Grit. Any further damage to an Injured character results in immediate death.

Injuries may be treated with proper care in a settlement.

Injury Table

D6 Anatomy D6 Severity
1 Head 1 3D6 days to recover
2 ? 2 3D6 days to recover
3 Arm 3 3D6 weeks to recover
4 Leg 4 Permanent injury (partially disable anatomy or reduce related Attribute by 1D6+1.) 3D6 weeks to recover.
5 Hand 5 Severe bleeding. 1d6 days to recover.
6 Foot 6 Maimed and severe bleeding. 3D6 weeks to recover.

A maimed body part is no longer functional. It might be removed or crippled.

Severe Bleeding

  • Severe bleeding causes -1 CON per Turn until the bleeding is stopped.
  • Roll 1D4 each round that the bleeding continues: on a 4, you die.
  • Anyone may attempt aid (Check INT) once per round, to attempt to reduce the bleeding (so you will only have to roll 1D4 once per turn instead of once per round) and then anyone may attempt to aid (Check INT) to attempt to stop the bleeding. A failure by a margin of 5 or more causes one damage to the victim.
  • At the moment battle ends, one character may attempt aid. Failure results in death.

Scars

When you gain a Scar, gain 2 max Grit, and roll 1D6.

  • 1: Just a dent.
  • 2-4: Quite a mark.
  • 5-6: Disfigured.

Your scar can be used to impress or intimidate. If it's more than a dent it can be used to disgust and will also modify some reaction rolls (sometimes negatively, sometimes positively) if it's visible.

Death and Debilitation

If a player's character is dead or temporarily debilitated, their possessions are equally shared amongst the survivors, if they can procure them.

The player should create a new character or take control of a Henchman, Hired Hand, or neutral character.

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