WFRP4 Revised Critical System

Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

• Renamed ‘Critical Wound’ to ‘Critical Injury’, to

reduce confusion between ‘Wounds’ and ‘Critical


RECOVERING FROM
Wounds’.
Remove Fear/Terror rules from Size rules. Instead,
CRITICAL INJURIES
provide the Fear/Terror trait to creatures as
appropriate. NATURAL REST
At the end of each full week of rest, a character may
attempt a ​Toughness Test​ to recover from one
CRITICAL INJURIES Critical Injury. The difficulty is equal to the Critical
Injury’s severity rating (the 2nd column on the tables
A Critical Injury is often the result of a critical hit
below). On a successful Test, the character recovers
from an attack during combat, but characters can
from the Critical Injury and is no longer affected
also suffer them from losing more Wounds than they
(although some effects of Critical Injury are
have, or through other means. ​Each time a character
permanent-- you cannot usually regrow a lost finger,
suffers a Critical Injury, roll 1d100 to determine the
for example!). An Astounding Success means the
extent of the injury, adding any relevant modifiers.
character recovers from one additional Critical
The short-term effects of some injuries are
Injury.
temporary, and may only disorient or inflict the
character for a brief amount of time. Other injuries
are more serious and represent some sort of
MEDICAL CARE
long-term debilitating or impairment. These injuries A character may attempt to help someone recover
continue to affect the character until he receives the from a Critical Injury by making a ​Heal Test ​with a
proper medical treatment to recover from the injury. difficulty set by the severity rating of the Critical
Regardless, a Critical Injury remains with the Injury. Critical Injuries with a severity rating of -20 or
character until it is properly healed (through either a greater may only be treated by characters using
Heal Test​ or magical healing), even if the short-term Physician’s Trade Tools and the Surgery talent. A
effect of the Critical Injury no longer remains. ​Each character may attempt one ​Heal Test​ per week per
Critical Injury a character suffers from adds +10 to Critical Injury.
any subsequent rolls on the Critical Injury table. A character may attempt to heal his own Critical
Essentially, Critical Injuries are cumulative, and left Injuries with a​ Heal Test​, with an additional penalty
untreated, even a number of relatively minor Critical of -20 to the Test.
Injuries can lead to devastating results.

It is recommended to also include a Vicious (X)


quality to give to certain monsters and weapons
(such as two-handers), with X times 10 being the
modifier to any Critical Injury rolls inflicted.

In addition, being at 0 Wounds should add a +10 to


any subsequent rolls on the Critical Injury table.
CRITICAL EFFECTS - HEAD
01-10 +20 A fine wound across the forehead and cheek. Once healed, the impressive scar it leaves provides a bonus of +10 to appropriate social Tests. Can only be gained
once.
11-20 +20 ​ ondition.
The strike opens the target’s cheek, sending blood flying everywhere. Gain 1 ​Bleeding C
21-25 +20 The force of the blow sends the target reeling in pain. The target can only take a half action on their next Turn.
26-30 +20 The hit causes the target’s sight to blur and their head to spin. The target cannot take any actions for 1 Round.
31-35 +20 The force of the blow briefly fills the target’s head with a terrible ringing noise. Gain 1 ​Deafened​ Condition until the end of your next Turn.
36-40 +20 A resounding thump echoes through the target’s skull, the pain plunging them into darkness for several seconds of horrendous agony. Gain 1 ​Blinded​ Condition
until the end of your next Turn.
41-45 +0 With a crunch, the blow slams into the target’s temple, causing them to reel backward as searing spots of light fill their vision. Make a ​Challenging (+0)
Toughness Test​ or gain 1 ​Stunned​ Condition.
46-50 +0 The attack shears off a portion of the target’s hair, leaving a bloody rent in their scalp. Gain 2​ Bleeding​ Conditions.
51-55 +0 The shot smashes into the target’s forehead, their skull creaking under the pressure. Gain 1 ​Stunned​ Condition.
56-60 +0 The attack flays open the target’s face, the force of the blow resounding in their skull. Gain 2 ​Bleeding​ Conditions and 1 ​Stunned​ Condition.
61-65 +0 The attack rips open the target’s eyelid, narrowly missing the eye itself but filling the socket with blood. Gain 2 ​Bleeding​ Conditions and 1​ Blinded​ Conditions until
all ​Bleeding​ Conditions are removed.
66-70 +0 The attack clangs off the target’s skull, rattling their brain and leaving their ears ringing. Gain 1 ​Deafened​ Condition until medical attention is received.
71-75 +0 With a sickening crack, the blow briefly shuts down the target’s optic nerves. Gain 2 ​Blinded​ Conditions until medical attention is received.
76-80 +0 The blow connects with the target’s temple, cracking their skull on that side and leaving them vulnerable as their mind scrabbles to right itself. Gain 2​ Stunned
Conditions. Suffer a ​Broken Bone (Head)​ injury.
81-85 +0 The attack fractures the target’s skull, opening a long tear in their scalp. Gain 2 ​Bleeding ​Conditions, 1 ​Concussed​ Condition, and 1d10 ​Stunned C
​ onditions.
86-90 +0 The target staggers and fights for concentration as the attack smashes into the bridge of their nose, shattering the cartilage and shaking their skull. Gain 2
Bleeding Conditions and 3 ​Stunned​ Conditions. Make an ​Average (+20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Suffer a ​Broken Bone (Head)​ injury.
91-95 -20 The blow cracks into the target’s jaw, knocking out several of their teeth. Gain 2 ​Bleeding​ Conditions. Spit out 1d10 teeth. Make a ​Challenging (+0) Toughness
Test ​or gain 1 ​Unconscious​ Condition.
96-100 -20 The blow rips violently across the target’s face, possibly taking with it an important feature. Gain 3 ​Bleeding​ Conditions. Make a ​Challenging (+0) Toughness Test​.
If failed, gain 1 ​Unconscious​ Condition and roll 1d10: 1-3: Suffer the Lost Eye Condition, 4-7: Suffer the Lost Nose Condition, 8-10: Suffer the Lost Ear Condition.
101-105 -20 The bridge of the target’s nose shatters under the weight of the blow, pulverising their nose and hurling piercing spurs of bone up into their skull. Gain 3 ​Bleeding
Conditions. Make a​ Hard (-20) Toughness Test​ or gain 1 Unconscious Condition. Permanently reduce the target’s Intelligence by 1d10.
106-110 -20 With a crunch and the ripping of flesh, the target’s ear is crushed or torn off entirely. Gain 3 ​Bleeding​ Conditions. Suffer the Lost Ear Condition. Make a ​Hard (-20)
Toughness Test​ or gain 1 Unconscious Condition.
111-115 -20 The target stumbles backward, their hands clutching a red waterfall pouring from what was once their nose. Gain 3 ​Bleeding​ Conditions. Suffer the Lost Nose
Condition. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition.
116-120 -20 The attack almost removes your jaw, utterly destroying your tongue and sending teeth flying in a shower of blood. Gain 3 ​Bleeding​ Conditions and 3 ​Stunned
Conditions. Suffer the Lost Tongue injury and spit out 1d10 teeth. Make a ​Hard (-20) Toughness Test​ or gain 1 Unconscious Condition.
121-125 -20 The attack obliterates the target’s eye socket, ruining the eye and leaving them thrashing in agony with their hands covering their eyes. Gain ​3 Bleeding
Conditions. Suffer a Lost Eye Condition. Make a ​Hard (-20) Toughness Test​ or gain 1 Unconscious Condition.
126-130 -30 The blow hammers the target’s jaw, causing blood to spurt from both of their ears. Gain 3 ​Bleeding​ Conditions and suffer 2 Lost Ear injuries. Make a ​Hard (-20)
​ ondition.
Endurance Test​ or gain 1 ​Unconscious C
131-140 -30 The blow robs the target of their sight and more, cleaving through both their eyes and the nerves behind them in a single bloody sweep that dashes the front of
their skull. Gain 3 ​Bleeding​ Conditions and suffer 2 Lost Eye injuries. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Permanently reduce the
target’s Intelligence by 1d10.
141-150 -30 The attack pierces the target’s skull, sending bits of bone and chunks of brain matter flying in all directions. Gain 3 ​Bleeding​ Conditions and the ​Unconscious
Condition. Make a ​Very Hard (-30) Toughness Test​ or die outright. Permanently reduce the target’s Intelligence by 2d10.
151+ - The attack bursts the target’s skull like an overripe fruit, spraying blood, brains, and bits of bone onto anyone within 1d10 yards as their now-headless body
staggers for a moment before collapsing, instantly dead.
CRITICAL EFFECTS - ARM
01-10 +20 The attack leaves behind a nasty scar. The exact narrative severity is left to the GM’s discretion, but it has no mechanical effect beyond the wound itself.
11-20 +20 The attack jars the target’s limb with a powerful blow. Drop whatever was held in that hand. A shield, if worn, is not affected, since it’s strapped on.
21-25 +20 The attack shreds the target’s arm, causing them to scream in pain. Make an ​Average (+20) Toughness Test​ or gain 1 Bleeding Condition. Drop anything held in
that hand.
26-30 +20 The attack cuts the upper arm badly. Gain 1 ​Bleeding​ Condition.
31-35 +20 The hand is struck numb by the attack. Drop whatever was held in that hand. A shield, if worn, is not affected, since it’s strapped on. The hand is Useless until the
end of their next Turn.
36-40 +20 The attack almost wrenches the target’s arm from its socket. The arm is Useless until the end of their next Turn.
41-45 +0 The strike leaves a deep bruise, possibly causing minor fractures in the arm. Make a ​Challenging (+0) Toughness Test​ or Gain 1 ​Stunned​ Condition.
46-50 +0 A bloody and very painful-looking furrow is opened up in the target’s arm. Gain 2 ​Bleeding​ Conditions.
51-55 +0 The attack punches deep into the muscle of the arm, causing excruciating pain. Gain 1 ​Stunned​ Condition.
56-60 +0 The hand is badly cut, creating a long, bloody gash. Gain 2 ​Bleeding​ Conditions. Until healed, the target must make an ​Average (+20) Agility Test​ before any
Action involving that hand; if failed, the Action automatically fails, causing any held item to slip from their grip.
61-65 +0 The attack smashes into the arm or whatever the target is holding, ripping it away and leaving them reeling in pain. Gain 2 ​Bleeding​ Conditions and 1 ​Stunned
Condition and drop anything held in that hand. Roll 1d10: on a result of 6+, the item takes 1 Damage as well.
66-70 +0 The target’s hand is utterly incapacitated. Gain 1 ​Stunned​ Condition. Drop anything held in that hand. The hand is Useless until the target receives medical
attention.
71-75 +0 The target’s arm is wrenched from its socket. Gain 2​ Stunned​ Conditions. The arm is Useless until the target receives medical attention.
76-80 +0 The attack crushes flesh and bone. Gain 2 ​Bleeding​ Condition and 1 ​Stunned​ Condition. Drop anything held in that hand. Suffer a ​Torn Muscle (Hand)​ injury.
81-85 +0 Muscle and bone take a pounding at the attack rips into the arm. Gain 2 ​Bleeding ​and 1 ​Stunned​ Condition. Drop anything held in that hand. Suffer a ​Torn Muscle
(Arm)​ injury.
86-90 +0 The attack pulverises the target’s hand, crushing and breaking 1d5 fingers. Drop anything held in that hand. Suffer the ​Broken Bone (Hand)​ injury.
91-95 -20 With a loud snap, the arm bone is shattered and left hanging limply at the target’s side, dribbling blood onto the ground. Gain 2​ Bleeding​ Conditions. Make a
Challenging (+0) Toughness Test​ or gain 1​ Stunned​ Condition. Drop anything held in that hand. Suffer the ​Broken Bone (Arm)​ injury.
96-100 -20 The blow ruptures the target’s hand. Gain 3 ​Bleeding​ Conditions. Make a ​Challenging (+0) Toughness Test​ or gain 1 ​Stunned​ Condition and suffer the Lost Finger
injury.
101-105 -20 The attack severs a crucial tendon. Gain 2 ​Bleeding​ Conditions. Make a​ Hard (-20) Toughness Test​ or gain 1 ​Stunned C
​ ondition. Suffer the ​Torn Muscle (Arm)
injury. Permanently reduce the target’s Strength by 1d10.
106-110 -20 ​ onditions. Make a ​Hard (-20) Toughness Test​ or gain 1
The target gapes in horror as a finger flies, blood trailing behind it in a crimson arc. Gain 2 ​Bleeding C
Stunned ​Condition. Suffer the Lost Finger injury.
111-115 -20 In a rain of blood, gore, and meat, the target’s hand splays open from the blow. Gain 2 ​Bleeding​ Conditions and 1 ​Stunned​ Condition. Make a ​Hard (-20)
Toughness Test​ or gain 1 ​Unconscious​ Condition. Suffer the Lost Finger Injury. At the end of each of the target’s Turns, if they have not received medical
attention, suffer another Lost Finger injury. If this results in 5 Lost Finger Injuries, suffer the Lost Hand injury instead.
116-120 -20 The blow mangles flesh and muscle as it hacks into the target’s hand, liberating 1d5 fingers in the process (a roll of 5 means that the thumb has been sheared off
as well). Gain 2 ​Bleeding​ Conditions and 1 ​Stunned​ Condition. Make a ​Hard (-20) Toughness Test​ or gain 1 U ​ nconscious​ Condition. Suffer a number of Lost Finger
injuries equal to the number of fingers lost. If this results in 5 Lost Finger Injuries, suffer the Lost Hand Condition instead.
121-125 -20 The hand is left a mauled, bleeding mess. Gain 3 ​Bleeding​ Conditions. Make a H
​ ard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Suffer the Lost Hand
Injury.
126-130 -40 The hand is lopped off at the wrist. Gain 3 ​Bleeding​ Conditions. Make a ​Hard (-20) Toughness Test​ or gain 1 U
​ nconscious​ Condition. Suffer the Lost Hand injury.
As the hand falls to the ground, its fingers spasm uncontrollably, pulling the trigger of any held weapon. If the target was carrying a crossbow or firearm, roll
1d100. On a result of 75+, a single randomly determined target within 2d10 yards is struck by an attack from that weapon on a randomly determined hit location.
131-140 -40 The force of the attack rips into the target’s arm, taking it off just below the shoulder and showering blood and gore across the ground. Gain 3 ​Bleeding
Conditions and 1 ​Stunned​ Condition. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Suffer the Lost Arm Injury.
141-150 -40 With an assortment of unnatural, wet, ripping sounds, the target’s arm is removed from their body. An arterial jet spews forth from the dismembered individual,
coating the area around them in slick, crimson blood, and they immediately collapse. Gain 3 ​Bleeding​ Conditions and the ​Unconscious​ Condition. Make a ​Very
Hard (-30) Toughness Test​ or die from shock. Suffer the Lost Arm injury.
151+ - With the horrendous and wet echo of muscle, tendon, and bone being torn asunder, the attack hacks off the arm entirely and continues on into more vital parts
in the target’s torso. Screaming incoherently, they twist about in agony for a few seconds before collapsing to the ground, dead.
CRITICAL EFFECTS - BODY
01-10 +20 The attack leaves behind a nasty scar. The exact narrative severity is left to the GM’s discretion, but it has no mechanical effect beyond the wound itself.
11-20 +20 The attack lacerates the target’s side, cutting just beneath their ribs and drawing a spurt of blood. Gain 1​ Bleeding​ Condition.
21-25 +20 A blow to the target’s body steals the breath from his lungs. The target can only take a Half Action of his next turn.
26-30 +20 The target’s stance and focus are disrupted from the attack. The target cannot take any actions for 1 Round.
31-35 +20 The blow causes the target to stumble backwards and cough. Gain 1​ Fatigued​ Condition until the end of the next Turn.
36-40 +20 Muscles strain and ribs creak from the punishing strike. Make an ​Average (+20) Toughness Test​ or gain 1 ​Fatigued​ Condition.
41-45 +0 The attack leaves the target gasping in pain. Make a ​Challenging (+0) Toughness Tes​t or gain 1 ​Stunned​ Condition.
46-50 +0 A powerful blow opens a painful rent in the target’s body. Gain 2 ​Bleeding​ Conditions.
51-55 +0 The impact punches the air from the target’s body. Gain 1​ Stunned​ Condition.
56-60 +0 A mighty blow sends the target sailing backwards. The target is flung 1d5 yards away from the attacker (stopping if they hit a solid object). Gain the ​Prone
​ ondition.
Condition and 1 ​Stunned C
61-65 +0 The blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. Gain 2 ​Bleeding​ Conditions and 1 ​Stunned​ Condition.
66-70 +0 The blow batters the target, bruising a number of ribs. Gain 1 ​Stunned​ Condition. Gain 1​ Fatigued C
​ ondition until the target receives medical attention.

71-75 +0 With a grunt, the target drops to one knee and grits their teeth against the pain, struggling to stay conscious as they rasp for breath. Gain the ​Prone​ Condition
and 2 ​Stunned​ Conditions. Make an ​Average (+20) Toughness Test​ or gain 1 ​Fatigued​ Condition until the target receives medical attention.
76-80 +0 A solid blow to the chest pulverises the target’s innards, and he momentarily doubles over in pain, clutching himself and crying in agony. Gain 2 ​Bleeding
Conditions and 2 ​Stunned​ Conditions. Make an ​Average (+20) Toughness Test​ or gain 1 ​Fatigued​ Condition until the target receives medical attention.
81-85 +0 The force of the attack passes through muscles and organs with a terrible squelch and a wailing shriek. Gain 4 ​Bleeding​ Conditions.
86-90 +0 The attack bowls the target over, snapping several of his ribs in the process. Gain the ​Prone​ Condition and 2​ Stunned​ Conditions. Make an ​Average (+20)
Toughness Test​ or gain 1 ​Unconscious​ Condition. Suffer a ​Broken Bone (Body)​ injury.
91-95 -20 The mighty attack takes a sizable chunk out of the target and knocks them to the ground as they clutch the oozing wound, shrieking in pain. Gain 2 ​Bleeding
Conditions and 1 ​Prone​ Condition. Make an ​Average (+20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Suffer a ​Torn Muscle (Body)​ injury.
96-100 -20 The attack cuts open the target’s abdomen, threatening to expose his entrails. Gain 3 ​Bleeding​ Conditions and 1​ Fatigued​ Condition. Make a ​Challenging (+0)
Toughness Test​. If failed, gain the ​Unconscious​ Condition and permanently reduce the target’s Toughness by 1d10.
101-105 -20 Internal bleeding from the blow causes the target to violently cough up a pool of his own blood, then collapse into it. Gain 3 ​Bleeding​ Conditions and the ​Prone
Condition. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Permanently reduce the target’s Toughness by 1d10.
106-110 -20 The attack parts several of the target’s ribs, causing the target to spurt blood, convulse, and stagger screaming. Gain 3 ​Bleeding​ Conditions and 1 ​Stunned
Condition. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Permanently reduce the target’s Toughness by 1d10.
111-115 -20 The target’s chest caves in with an audible crack, perforating their internal organs. Gain 3 ​Bleeding ​Conditions. Make a ​Hard (-20) Toughness Test​ or gain 1
Unconscious​ Condition. Suffer the ​Broken Bone (Body)​ injury. Permanently reduce the target’s Toughness by 1d10.
116-120 -20 The force of the attack ruptures several of the target’s organs and knocks them down, gasping in wretched pain. Gain 3 ​Bleeding​ Conditions, the ​Prone​ Condition,
and 1 ​Fatigued​ Condition. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Permanently reduce the target’s Toughness by 1d10.
121-125 -20 With a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. Gain 3 ​Bleeding​ Conditions and 2 ​Stunned​ Condition. Make a
Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Permanently reduce the target’s Toughness by 1d10.
126-130 -40 A flood of blood, viscera and excruciating pain spills forth as the brutal blow opens the target’s abdomen, leaving them doubled over in pain and scrambling for
their guts. Gain 3​ Bleeding ​Conditions and 2 ​Stunned​ Conditions. Make a ​Hard (-20) Toughness Test​ or gain 1 U
​ nconscious​ Condition. Until medical attention is
received, whenever the target performs an Action, they gain 1 ​Bleeding​ Condition. Permanently reduce the target’s Toughness by 1d10.
131-140 -40 Pain overwhelms the target as they feel their ribs snap under the weight of the blow and stab painfully into the organs they once protected. Gain 3 ​Bleeding
Conditions and 2 ​Stunned​ Conditions. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Until they receive medical attention, whenever the
target performs an Action, they must make an ​Average (+0) Toughness Test​ or die instantly as their shattered ribs pierce a vital organ. Suffer the ​Broken Bone
(Body)​ injury. Permanently reduce the target’s Toughness by 1d10.
141-150 -40 The target’s spine is pulverized by the blow, leaving their two halves attached by what seems comically little flesh. Gain 4 ​Bleeding​ Conditions and the
Unconscious​ Condition. Make a ​Very Hard (-30) Toughness Test​ or die from shock. Suffer 2 Lost Leg Conditions. Permanently reduce the target’s Strength by
2d10.
151+ - The target is shorn completely in half by the ferocity of the attack and eviscerated beyond any hope of repair, killing them instantly. Anyone within 1d5 yards is
bathed in a veritable sea of gore and must make an ​Average (+20) Fear Test​. The affected area is considered Difficult Terrain for the remainder of the encounter.
CRITICAL EFFECTS - LEG
01-10 +20 The attack leaves behind a nasty scar. The exact narrative severity is left to the GM’s discretion, but it has no mechanical effect beyond the wound itself.
11-20 +20 The stroke leaves a bloody welt that mercifully misses a major artery. Gain 1​ Bleeding​ Condition.
21-25 +20 A grazing blow to the leg slows the target. The target can only take a Half Action of his next turn.
26-30 +20 The attack plows into the muscle of the leg, causing considerable agony. The target cannot take any actions for 1 Round.
31-35 +20 A blow to the foot results in deep bruises and teeth-clenching pain. The foot is Useless until the end of their next Turn.
36-40 +20 The attack knocks the leg backwards, painfully twisting it awkwardly. The leg is Useless until the end of their next Turn.
41-45 +0 A solid blow to the leg sends lightning agony coursing through the target. Make a ​Challenging (+0) Toughness Tes​t or gain 1 ​Stunned​ Condition.
46-50 +0 The target’s kneecap splits open. Gain 2 ​Bleeding​ Conditions.
51-55 +0 A powerful blow causes microfractures in the target’s bones, inflicting excruciating pain. Gain 1​ Stunned​ Condition.
56-60 +0 The attack rips a length of flesh from the leg. Gain 2 ​Bleeding​ Conditions. Until healed, the target must make an ​Average (+20) Agility Test ​before any Action
involving that leg; if failed, the Action automatically fails, causing them to gain the ​Prone​ Condition.
61-65 +0 The attack smashes into the target’s leg, leaving them reeling in pain. Gain 2 ​Bleeding​ Conditions, the ​Prone​ Condition, and 1 ​Stunned​ Condition.
66-70 +0 The target’s leg is utterly incapacitated. Gain 2 ​Bleeding​ Conditions, the ​Prone​ Condition, and 1 ​Stunned​ Condition. The foot is Useless until the target receives
medical attention.
71-75 +0 The target’s leg is wrenched out of its socket. Gain the ​Prone​ Condition and 2 ​Stunned​ Conditions. The leg is Useless until the target receives medical attention.
76-80 +0 In a spray of blood, the target’s leg is deeply slashed, exposing bone, sinew, and muscle. Gain 2 ​Bleeding​ Conditions and the ​Prone​ Condition. Suffer ​Torn Muscle
(Leg)​ injury.
81-85 +0 The attack rips the kneecap free from the target’s leg, causing them to collapse to the ground. Gain 2 ​Bleeding​ Conditions, the ​Prone​ Condition, and 1 ​Stunned
Condition. Suffer the ​Torn Muscle (Leg)​ injury.
86-90 +0 With a sharp cracking noise, several of the tiny bones in the target’s foot snap like twigs. Gain the​ Prone​ Condition. Make a ​Challenging (+0) Toughness Test​ or
gain 1 ​Stunned​ Condition. Suffer the ​Broken Bone (Leg)​ injury.
91-95 -20 With a violent snap, the target’s bones are shattered, emerging as jagged, broken spears from the pulverised limb as the target collapses under the brutal strike.
Gain 2 ​Bleeding​ Conditions and the ​Prone​ Condition. Make a C
​ hallenging (+0) Toughness Test​ or gain 1 ​Stunned​ Condition. Suffer the ​Broken Bone (Leg)​ injury.
96-100 -20 The blow severs one of the target’s toes. Gain 3 ​Bleeding ​Conditions and halve the target’s Movement (rounded up) until they receive medical attention. Make a
Challenging (+0) Toughness Test​. If failed, gain the ​Stunned​ Condition and suffer the Lost Toe injury.
101-105 -20 A major tendon at the back of your leg is severed, causing you to scream out in pain as your leg collapses, never to be the same. Gain 2 Bleeding Conditions and
the ​Prone​ Condition. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Stunned​ Condition. Suffer the​ Torn Muscle (Leg)​ injury. Permanently reduce the target’s Agility
by 1d10.
106-110 -20 ​ onditions. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Stunned ​Condition.
The attack removes the first few centimetres of the target’s foot. Gain 2 ​Bleeding C
Suffer the Lost Toe injury.
111-115 -20 The foot is left a mauled, bleeding mess. Gain 2 ​Bleeding​ Conditions, the ​Prone​ Condition, and 1 ​Stunned​ Condition. Make a ​Hard (-20) Toughness Test​ or gain 1
Unconscious​ Condition. Suffer the Lost Toe injury. At the end of each of the target’s Turns, if they have not received medical attention, suffer another Lost Toe
injury. If this results in 5 Lost Toe injuries, suffer the Lost Foot injury instead.
116-120 -20 The blow mangles flesh and muscle as it hacks into the target’s foot, liberating 1d5 toes in the process. Gain 2 ​Bleeding​ Conditions, the ​Prone​ Condition, and 1
Stunned​ Condition. Make a ​Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Suffer a number of Lost Toe injuries equal to the number of toes lost. If
this results in 5 Lost Toe injuries, suffer the Lost Foot injury instead.
121-125 -20 The sickening sound of bone splintering reverberates as the leg is turned into a bloody, unusable ruin. Gain 3 ​Bleeding​ Conditions and the​ Prone​ Condition. Make
a ​Hard (-20) Toughness Test​ or gain the ​Unconscious​ Condition. Suffer the Lost Foot injury.
126-130 -40 The foot is severed from the shrieking target at the ankle. Gain 3 ​Bleeding​ Conditions and the ​Prone​ Condition. Make a ​Hard (-20) Toughness Test​ or gain the
Unconscious​ Condition. Suffer the Lost Foot injury.
131-140 -40 The force of the attack rips the lower half of the leg away in a stream of blood. Gain 3 ​Bleeding​ Conditions, the ​Prone​ Condition, and 1 ​Stunned​ Condition. Make a
Hard (-20) Toughness Test​ or gain 1 ​Unconscious​ Condition. Suffer the Lost Leg Injury.
141-150 -40 With a sound not unlike a wet sponge being torn in half, the target’s lep comes away at the hip. Gain 4 ​Bleeding​ Conditions and the ​Unconscious​ Condition. Make
a ​Very Hard (-30) Toughness Test​ or die from shock. Suffer the Lost Leg injury.
151+ - The hit rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, they pitch
to the ground howling in agony before dying of shock, their terrible screams drowning out all conversation within 2d10 yards for the rest of the Round.
BLINDED
CONDITIONS • Suffer a -10 penalty to any Tests involving sight.
• ​Conditions can be removed with Fate or Fortune • Tests made to attack you gain a +10 bonus.
Points (see Fate & Fortune).
• ​You can be subject to the same Condition more CONCUSSED
than once;​ indeed, sometimes you may receive
• Suffer a -10 penalty to all Tests.
multiples of the same Condition from a single event.
• ​Recovery: ​At the end of each full week, you may
• ​Unless otherwise noted, all Condition effects are
make a ​Toughness Test​ to remove one ​Concussed
cumulative.​ For example, 2 Deafened Conditions
Condition per degree of success.
would give a total penalty of -20 to Tests related to
• Whenever you suffer a Critical Injury to the Head,
hearing.
make a ​Toughness Test​. If failed, gain the
Unconscious​ Condition and 1 ​Concussed ​Condition.
ABLAZE
• ​End of Turn:​ Suffer 1d10 Damage, ignoring armour DEAFENED
and Toughness Bonus, to a randomly determined
• Suffer a -10 penalty to all Tests relying on hearing.
location.
• Tests made to attack you gain a +10 bonus.
• ​Recovery:​ A successful ​Agility Test​ removes the
Ablaze Condition. The Difficulty of this Test is
modified by circumstances, but you gain a +20 bonus ENTANGLED
to this Test if Prone. • May not take actions with the Movement subtype.
Note:​ You cannot gain more than one Ablaze • Any actions involving movement of any kind suffer
Condition. a penalty of -10 (including Grappling).
• ​Removing Entangled: ​As a Full Action, you may
make an ​Opposed Strength or Agility Test​ against
BLEEDING
the source of the entanglement, removing one
• Suffer a -10 penalty to all Tests to resist Festering
Entangled Condition per degree of success.
Wounds, Minor Infection, or Blood Rot.
• ​End of Turn:​ Lose 1 Wound, ignoring Armour and
Toughness Bonus. If you reach 0 Wounds, you no FATIGUED
longer lose Wounds. • Suffer a -10 penalty to all Tests.
• ​Passing Out:​ If you gain the​ Unconscious​ Condition • ​Recovery: ​Normally, 6 hours of rest, a spell or a
while you have the ​Bleeding ​Condition, you have a divine effect is required to remove Fatigued
10% chance per Bleeding Condition of dying from Conditions, though in some instances, such as when
blood loss (for example, if you had 3 Bleeding a Fatigued Condition is caused by carrying too much,
Conditions, you have a 30% chance of dying each simply changing your circumstances (such as carrying
Turn). The ​Unconscious​ Condition cannot be fewer trappings) can remove a Condition.
removed until all ​Bleeding​ Conditions are removed.
• ​Recovery:​ A successful ​Heal Test ​removes a FRENZIED
Bleeding Condition per degree of success. Any spell • Gain +1 to your Attacks Characteristic.
or prayer that heals Wounds removes one ​Bleeding • Gain a +10 bonus to Strength and Will Power.
Condition per Wound healed. • Suffer a -10 penalty to Weapon Skill and
Once all ​Bleeding​ Conditions are removed, gain one Intelligence.
Fatigued ​Condition. • Must attack the nearest enemy in melee combat.
All attacks must be All Out Attacks, Charge Attacks,
or Swift Attacks. Condition.
• May not flee or retreat.
• ​Recovery: ​You lose the ​Frenzied​ Condition if all PRONE
enemies in your line of sight are pacified, or you
• Reduce your Movement Characteristic to 1.
receive the ​Stunned​ or​ Unconscious c​ onditions. Once
• Suffer a -10 penalty to all WS and BS tests.
the ​Frenzied ​Condition is removed, immediately
• Suffer a -20 penalty to all Agility-based tests.
​ ondition.
receive a ​Fatigued C
• Weapon Skill Tests made to attack you gain a +10
bonus.
FRIGHTENED • Ballistic Skill Tests made to attack you suffer a -10
• Must use your entire Turn to move away at top penalty.
speed until out of sight of the source of your Fear. If •​ Recovery: ​When you take the Stand Action,
prevented from doing so, gain the ​Terrified remove the​ Prone C ​ ondition. You cannot remove the
Condition. Prone​ Condition unless you have at least 1 Wound
• Suffer a -10 penalty to all Tests. remaining.
• ​End of Turn: ​Make a ​Fear Test​. If successful,
remove the ​Frightened​ Condition. STUNNED
• Cannot take Actions.
HELPLESS • Suffer a -10 penalty to all Tests.
•​ ​Melee attacks against you automatically hit a • Tests made to attack you gain a +10 bonus.
location of the attacker’s choice with the maximum •​ End of Turn:​ Remove 1 ​Stunned​ Condition.
possible SL, and automatically inflict a Critical Injury.
If the GM prefers, any melee attack simply kills you. SURPRISED
• Ranged attacks made against you from 3 yards
• Cannot take Actions or defend yourself in opposed
away or less automatically hit a location of the
Tests.
attacker’s choice with the maximum possible SL, and
• Tests made to attack you gain a +30 bonus.
automatically inflict a Critical Injury. If the GM
• ​End of Round:​ Remove the ​Surprised​ Condition.
prefers, any ranged attack from 3 yards away or less
simply kills you.
• ​Recovery: ​Recovering from helplessness requires TERRIFIED
different circumstances depending upon why you • Cannot take any Actions or defend yourself in
are helpless. You cannot remove the ​Helpless opposed Tests.
Condition while you have the ​Unconscious​ Condition. • Suffer a -20 penalty to all Tests.
• ​End of Turn: ​If the source of your Terror is out of
sight, make a ​Terror Test​. If you succeed, remove
POISONED
the​ Terrified​ Condition. Then, gain the ​Frightened
• Suffer a -10 penalty to all Tests.
Condition.
• ​End of Turn:​ Lose 1 Wound, ignoring Armour and
Toughness Bonus. Then, make a ​Toughness Test​. If
successful, remove a ​Poisoned​ Condition per SL. UNCONSCIOUS
• ​Passing Out:​ If you reach 0 Wounds, you no longer • Gain the ​Helpless​ Condition.
lose Wounds. At the end of every subsequent turn, • ​Recovery: ​Remove the ​Unconscious​ Condition after
make a ​Toughness Test​ or die horribly. You cannot 1d10-TB hours (minimum of 1 hour). When you lose
heal any Wounds until all ​Poisoned​ Conditions are the ​Unconscious​ Condition, lose the ​Helpless
removed. Condition and gain the ​Fatigued​ Condition.
• ​Recovery: ​A successful ​Heal Test ​removes a
Poisoned​ Condition per degree of success. Once all UNSETTLED
Poisoned ​Conditions are removed, gain 1 ​Fatigued • Suffer a -10 penalty to all Tests.
• ​End of Turn: ​Make a Fear Test. If successful,
remove the Unsettled Condition.
question per finger lost.
SPECIAL CONDITIONS Note:​ If you have 4 Lost Finger Conditions on the
same hand, remove all Lost Finger Conditions from
• ​Special Conditions cannot be removed with Fate
that hand and gain the Lost Hand Condition instead.
or Fortune Points.
You can be subject to the same Condition more
than once;​ indeed, sometimes you may receive Lost Foot
multiples of the same Condition from a single event. • Permanently reduce your Movement Characteristic
• ​Unless otherwise noted, all Condition effects are by half (rounded up).
cumulative.​ For example, 2 Lost Ear Conditions • Suffer a -20 on all Tests that could rely on mobility,
would give a total penalty of -40 to Tests related to such as Stealth.
hearing, and a -20 to Fellowship-based Tests. • If you gain the Lost Leg Condition to a limb that has
the Lost Foot Condition, remove that Lost Foot
Condition.
AMPUTATED LIMBS Note:​ If you have two Lost Foot Injuries,
Lost Arm permanently gain the ​Prone​ Condition unless you
• Suffer a -20 penalty on all Tests that rely on the can acquire suitable prosthetics. You cannot gain
use of two hands, and you cannot wield two-handed more than two Lost Foot Conditions.
weapons.
• If you suffer the Lost Arm Condition to a limb that Lost Hand
has the Lost Hand Condition, remove that Lost Hand • Suffer a -20 penalty on all Tests that rely on the
Condition. use of two hands, and you cannot wield two-handed
Note: ​If the primary arm was lost, remember that weapons. You can, however, strap a shield or hook
characters are not considered to be ambidextrous to the injured arm to offer some use in combat.
without the Ambidextrous talent. You cannot gain • If you gain the Lost Arm Condition to a limb that
more than two Lost Arm Conditions. has the Lost Hand Condition, remove that Lost Hand
Condition.
Lost Ear Note:​ If the primary arm was lost, remember that
• Suffer a -20 penalty to all Tests that rely on characters are not considered to be ambidextrous
hearing. • Suffer a -10 penalty to Fellowship-based without the Ambidextrous talent. You cannot gain
Tests due to your unsightly earless state. more than two Lost Hand Conditions.
Note: ​You cannot gain more than two ​Lost Ear
Conditions. Lost Leg
• Permanently reduce your Movement Characteristic
Lost Eye by half (rounded up).
• Permanently reduce your Weapon Skill and • Suffer a -20 on all Tests that could rely on mobility,
Ballistic Skill by half (rounded up). such as Stealth.
• Suffer a -20 penalty to all Tests that rely on sight. • Can no longer use the Dodge Blow skill.
• If your scarred socket is visible to others, suffer a • If you gain the​ Lost Leg​ Condition to a limb that has
-10 penalty on Fellowship-based Tests but a +10 the Lost Foot Condition, remove that Lost Foot
bonus to Intimidate Tests. Condition.
Note:​ If you have two ​Lost Eye​ Conditions, you Note:​ If you have two Lost Leg Injuries, permanently
automatically fail all Tests that rely on sight. You gain the ​Prone​ Condition unless you can acquire
cannot gain more than two Lost Eye Conditions. suitable prosthetics. You cannot gain more than two
Lost Leg C​ onditions.
Lost Finger
• Suffer a penalty of -5 to all Tests using the hand in
Lost Nose
• Permanently reduce your Fellowship by half
(rounded up). caused it.
• Suffer a -20 penalty to all Tests that rely on smell.

Lost Teeth
TORN MUSCLE (X)
• ​Body:​ Suffer a -10 penalty to all Tests involving the
• Permanently reduce your Fellowship by 1 for every
body (including all attack Tests).
tooth lost.
• ​Arms:​ Suffer a -10 penalty to all Tests involving the
Note:​ Once you have lost 8 or more teeth, you find
arm.
consuming solids significantly more difficult,
• ​Legs:​ Suffer a -10 penalty to all Tests involving the
doubling eating times and making some foodstuffs
leg. Reduce your Movement Characteristic by 1.
nigh-on impossible to eat. You cannot gain more
• ​Head:​ Suffer a -10 penalty to all Tests involving the
than 16 Lost Teeth Conditions.
head.
• ​Removing Torn Muscle: ​You may spend an
Lost Toe
Endeavour and make a ​Difficult (-10) Toughness
• Permanently reduce your Agility by 2 for every toe
Test; ​a successful​ Average (+20) Heal Test​ made by a
lost.
character using Physician’s Trade Tools and the
Note:​ You cannot gain more than 10 Lost Toe
Surgery talent within a week of receiving this
Conditions.
Condition will grant a +20 bonus to the ​Toughness
Test​. If the ​Toughness Test​ is successful, remove the
Lost Tongue Torn Muscle​ Condition. If the test is failed, you may
A loss of a tongue leaves you grunting and humming, use a future Endeavour to try again, gaining a +10
or relying on makeshift sign language, for modifier for each failed attempt.
communication. You must remove this Torn Muscle Condition
• Suffer a -20 penalty to appropriate before you can remove the Critical Injury that
Fellowship-based Tests that rely on speaking. caused it.
• Automatically fail all Language Tests involving
speaking.
USELESS
Limbs can be rendered Useless by certain Critical
BROKEN BONE (X) Effects. While a limb is Useless, its owner suffers all
•​ Body: ​Halve your Strength and Agility of the penalties associated with having lost that limb
Characteristics. (see ​Amputated Parts​ above). The limb is not
•​ Arm: ​The Arm is Useless. actually severed, however, and thus the effect only
•​ Leg: ​The Leg is Useless. persists until the ​Useless ​Condition is removed
•​ Head: ​Halve your Fellowship Characteristic, and (usually through time or medical attention).
suffer a -20 penalty to all Language Tests.
• ​Removing Broken Bone: ​You may spend an
Endeavour and make a ​Hard (-20) Toughness Test; ​a
successful​ Average (+20) Heal Test​ made by a
character using Physician’s Trade Tools and the
Surgery talent within a week of receiving this
Condition will grant a +20 bonus to the ​Toughness
Test​. If the ​Toughness Test​ is successful, remove the
Broken Bone​ Condition. If the test is failed, you may
use a future Endeavour to try again, gaining a +10
modifier for each failed attempt.
You must remove this Broken Bone Condition
before you can remove the Critical Injury that

You might also like