Injury Rules

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Summary of the ‘Injury’ rules

Failed Saving Throws, Critical Hits or any attack that drives temporary Hit Points below Zero inflicts Injuries

Injuries are deducted just as hit points are but heal differently and should be recorded separately.

Maximum Hit Points is Hit Points MINUS Injuries.

“Temporary Hit Points” granted by spells etc only apply to Hit Points and have no impact on Injuries. Temporary hit points are always deducted first.

Simply: Strain + Injury > Hit Points, the character is incapacitated or dying. If the damage was lethal, then they are also bleeding.

Addendum: A critical attack that drops a target into negatives inflicts a bleed condition
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Hit Points and Injuries

Hit Point damage represents a tiring parry or dodge, armor or shield wear and tear, superficial cuts, bruises and pricks, divided attention dwindling morale and dumb luck; a creature’s various defenses get worn down after many intercepted attacks, and this leaves them vulnerable to a more devastating hit.

Hit Point Damage results from any Hit Point damage that does not qualify as an Injury and recovers completely with a few minutes’ rest and refitting; this GENERALLY takes about 10 minutes of general rest without an encounter but story elements may speed this up or slow it down1.

An Injury represents real physical harm, such as burnt skin, broken bones, and cut flesh. An Injury results from any confirmed critical hit, any failed saving throw, any damage sustained while in the ‘helpless’ condition or the final blow that inflicts the dying condition by reducing hit points below 0.

If a character has sustained Hit Point damage during an encounter, this damage can be recovered with a rest and refit. The character must have about ten minutes where they are neither threatened by further encounters nor suffering additional ongoing damage (e.g. thirst, starvation, extreme heat or cold, Constitution tests from stabilization without treatment, etc.). During this time, characters regain their composure, perform minor armor and weapon repairs, and catch their breath.

A character may tend to another’s Injury damage through use of magic or the Heal skill during the rest and refit without compromising their own recovery.

An unconscious, stable character may rest and refit if they are being tended to. Unattended characters that are unconscious and stable cannot gain the benefits of a rest and refit, and if they ever wake they will retain their hit point damage until they can rest and refit.

An Injury does not recover without mundane or magical treatment. Injuries don’t heal on their own. Unlike the original Hit Point rule, you can’t just sleep off a gut-slash or a second-degree burn in a few days. You need medical attention to heal Injuries, be it a use of the Heal skill or magical healing. It is expected that players will do everything they can to treat injury damage, so the lasting effects of untreated injury are not broached here. In reality, wounds can worsen considerably without treatment, or heal but lead to permanent scarring or maiming. Untreated wounds will be left up to the GMs discretion.

Injuries are healed by magic at the normal rate for healing hit points, and can be treated through use of the Heal skill’s Treat Deadly Wounds option. Mundane or magical treatment cures Injuries and normal HP at the same rate, but Injuries are always healed first. Natural healing rules apply normally when the heal skill is used to treat patients for long term care.

Starvation and Thirst damage cannot be healed and are treated as injuries. Natural healing rates only apply.

Suffocation damage cannot be healed but is treated as normal hit point damage until the target reaches the dying condition.

If a character is at -1 hit points or more and is injured, assuming that the their hit points are bought to back to 0 or more they become conscious with the injury remaining (unless it was cured), the 10 minute rest and refit rule then applies for restoration of hit points.

Characters at negatives cease to heal normally without care. They require a stability check daily to avoid losing a hit point a day. Making a stability check keeps them stable but does not heal them. Long term care allows normal healing and a cure deadly wounds roll allows for healing.

Expanded Injury Rules (Or how other damage types work such as falling, non lethal, fire, poison, starvation etc)

1 10 minutes is an abstract. In most cases you have a chance or a choice to rest and refit, or you don’t. It can be hand-waved or woven into the game narrative on the fly. If it comes down to it that minutes need to be tracked then we can base line this as you recover hit points lost to strain at a rate of 10% of your total hit points per minute. You must take no actions other than recuperating and tending wounded comrades in order to recover from strain damage. You can not recover while you are in combat, nor while you are still subject to ongoing Strain damage such as severe heat, cold or starvation.

Stabilising from wounds uses the strain/hp figure, just like normal.

The characters after injury hit points are used for their dying status. A character can be at positive injury and negative hps and be unconcious and worsening if they fail to stabilise – once injury hits the negatives outlined in the rules for negative hitpoints and constitution, they die.
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Damage Penalties
A character that receives damage in battle loses its capacity to fight efficiently. Be it from weariness or as a result of an injury, the character receives penalties according to its current state. Penalties remain until Hit Points are restored beyond the point the penalties are triggered.

A character becomes fatigued when the character loses more than 50% of their maximum unadjusted hit points. If a character loses more than 75% of their maximum unadjusted hit points then they become exhausted.

These conditions replace those in the Core Rules.
Fatigued = -1 to AC, caster levels for spell results, spell like abilities, save DC and all combat, saves, initiative and skill rolls. Encumbrance is counted as if the character had -1 Strength.

Exhausted = -3 to AC, caster levels for spell results, spell like abilities, save DC and all combat, saves, initiative and skill rolls. An exhausted character moves at half speed and cannot run nor charge and consider all casting time as one step higher (swift action becomes standard action, standard action becomes full-round action, full-round action becomes 1 minute etc). Encumbrance is counted as if the character had -3 Strength.

Raging characters ignore these conditions. There are other abilities that may negate fatigue or exhaustion.

Most (not all) GM controlled monsters etc will simply apply a -2 to their rolls and AC at 50% hit points or less for purposes of simplicity.

Injury Rules

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