Kunimatyu
First Post
One of the fun aspects of Mordheim(and I assume, WFRPG, though I haven't played it) is that when one of your characters is removed from combat, they roll on an injury table to see how badly they were injured. Sometimes, they just die, but oftentimes they survive, sometimes with an eye missing or a nervous condition, sometimes becoming even tougher. I'd like to see something like this in my gritty D&D homebrew -- partially as a way to mitigate the ease of dropping below 0 hp, but also because it's fun to see a band of grizzled veterans at the end of the game. Are there any good d20 supplements out there with injury tables? Have you ever used them in a game before -- how did the players like/dislike it?
Some possibilities for injuries:
Leg Injury -- -5 movement
Arm Injury -- character takes a -2 penalty on attacks made with one of their hands. A shield may still be worn on that hand, but the armor check is increased by 2.
Blow to Head -- Character suffers -4 on Initiative checks
Painful Wound -- Roll d6, 1= -2 Str, 2= -2 Dex, 3=-2 Con, etc
Scarring -- -4 on Cha-based checks, threatened enemies are shaken unless they succeed on a Will save(12+1/2 character level)
Fearless -- character is immune to fear effects
Fearful -- character takes a -10 penalty to resist fear effects
Vendettta -- character gains +2 attack/damage versus the enemy that dropped them(if nonhumanoid, the bonus extends to all monsters of the same kind -- ie. all Ghouls)
Reopening an Old Wound -- Double the penalty associated with a wound already taken by the character. Roll again on the wound table.
Lost an Eye -- -10 to Spot checks
Slow in the Head -- always suprised in a surprise round
That Which Does Not Kill Me -- Character gains +2 Con
Weak Consitution - -4 penalty on saves vs. poison and disease
Some possibilities for injuries:
Leg Injury -- -5 movement
Arm Injury -- character takes a -2 penalty on attacks made with one of their hands. A shield may still be worn on that hand, but the armor check is increased by 2.
Blow to Head -- Character suffers -4 on Initiative checks
Painful Wound -- Roll d6, 1= -2 Str, 2= -2 Dex, 3=-2 Con, etc
Scarring -- -4 on Cha-based checks, threatened enemies are shaken unless they succeed on a Will save(12+1/2 character level)
Fearless -- character is immune to fear effects
Fearful -- character takes a -10 penalty to resist fear effects
Vendettta -- character gains +2 attack/damage versus the enemy that dropped them(if nonhumanoid, the bonus extends to all monsters of the same kind -- ie. all Ghouls)
Reopening an Old Wound -- Double the penalty associated with a wound already taken by the character. Roll again on the wound table.
Lost an Eye -- -10 to Spot checks
Slow in the Head -- always suprised in a surprise round
That Which Does Not Kill Me -- Character gains +2 Con
Weak Consitution - -4 penalty on saves vs. poison and disease


