Injuries

There are two basic ways to get injuries.
  • Whenever you are dying, you will get a wound.
  • Certain traps, and perhaps monsters, will deal out wounds

When faced with a wound, first you make a saving throw, if you make it, there is no wound, otherwise you begin at the initial stage. Like diseases, there are four stages to wounds:

  1. Recovered
  2. Improved
  3. Initial
  4. Severe

Every extended rest, the character makes an Endurance roll, or another character makes a Heal roll with a DC equal to 10 + (half of characters level) to maintain the wound level, and 15 + (half of characters level) to improve it. If the roll is lower than the Maintain level it worsens by one level, if possible.

Sample Wounds:

Arm/Hand Injury

Improved Target regains 1 lost healing surge. Target takes a -1 penalty to attack rolls.
Initial Target loses 2 healing surges. Target takes a -2 penalty to attack rolls.
Severe In addition to Initial effects, target is weakened while bloodied.

Leg/Foot Injury

Improved Target’s speed is reduced by only 1, and is down only 1 healing surge.
Initial Target’s speed is reduced by 2, and loses 2 healing surges which can’t be regained by rest
Severe In addition to Initial, target is slowed. If bloodied, target falls prone.

Head Injury

Improved Target’s Perception penalty is -1, and is down only 1 healing surge.
Initial Target takes penalty to Perception of -2, and loses 2 healing surges that can’t be regained by resting.
Worsen In addition to initial effects, Target becomes dazed when bloodied.
Severe In addition to initial effects, Target becomes dazed.

Ribcage Injury

Improved Target’s Reflex Defense and AC is only decreased by 1, and is down only 1 healing surge.
Initial Target’s Reflex Defense and AC is decreased by 2; target loses 2 healing surges.
Severe In addition to Initial effects, when bloodied, target gains a condition which will cause 5 damage whenever target moves more than 1 square per turn (save ends).

Internal Injury

Improved Target no longer suffers ongoing damage, and is down only 1 healing surge.
Initial Target gains ongoing damage ( 5 heroic/10 paragon/15 epic) when bloodied (save ends)
Severe Target gains ongoing damage of 2 times that in Initial(save ends) and is dazed when bloodied(save ends).

Injuries

Kala'Ushum Toldain