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Thursday 11 December 2014

From Dragon Foot: Injury/ Negative Tables

 Con - points of damage =  new constitution (temp/also used for all rolls like shock) system shock roll (worst of two (or both ), if no successful aid,  50% of best otherwise, best of both if magical or special aid, best of three if both.

Fail three more more system shock rolls = save vs death -5 , and long term injury. Need to remove limb etc.
Fail two system shock rolls = save vs death or need removal of body part soon or death. Regardless body part must be removed or death will happen in days.
Fail one roll, treatable injury, temporary damage (repaired by minor help)
One pass more than failure = Heal 1d6 months after reaching full hit points, as long as no damage is taken in that time. 
Two passes more than failures = injury very minor, will heal 1d6 days after reaching full hit points.
Three passes more than failures = Injury heals 1d6 days after gaining zero hit points. 

2 Peg Leg: Reduce MV one-third (40' min.) and cannot Run.
3 Off Hand: May not use two-handed weapons, nor carry Normal Shields.
4 Sword Hand: May not use two-handed weapons or carry Normal Shields; -1 To-Hit in melee
5 Off Arm: May not use two-handed weapons, nor carry any Shield.
6 Head Injury: -1 ranks' INT
7 Head Injury: -1 ranks' WIS
8 Both hands: may still fight with a Hook or grafted blade.
9 Both legs: must be carried on adventures, or move at up to 40' by crawling.
10 One eye: -1 To-Hit in missile combat.
11 Deafened. Surprised 4-in-6, surprises 1-in-6.
12 Blinded. -2 To-Hit in melee and -5 To-Hit in missile combat. Reduce MV one level (40’ min.)

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