Injury tables! (variant rule)

Kunimatyu

First Post
Since I tend to prefer a somewhat "grim and gritty" game at times, I've come up with an alternate rule for near-death experiences: injury tables not unlike Mordheim or (presumably) WFRPG. I'm curious to hear any thoughts -- especially if you've used injury tables before -- on the idea, and suggestions for more injuries, or ways to organize the percentage chart, are always welcome!

Combat Injuries (variant rule):
When a PC drops below 0 hit points or takes more damage than their Constitution score in one round and fails a Fortitude DC 15 save, they have a chance to be wounded instead of killed. Roll percentage dice. On a 00-09, the PC is dead. Otherwise, consult the (not finished yet) injury table. Injuries provide drawbacks, or, in rare cases, benefits to the recovering PC. Any numerical bonuses or penalties caused by an injury are considered unnamed bonuses that can stack with repeated instances of the same wound. Note that PCs that fall below 0 hit points still must be stabilized before reaching –10 as normal to prevent death. If the situation is unique enough, the DM may choose to assign an injury to the PC, though it is recommended that the beneficial injuries not be applied in this way without careful consideration.

Broken Limb – Roll 1d2. On a 1, a leg is broken. On a 2, an arm is broken. Until you are under constant care for two weeks, your movement speed is halved(if a leg) or you can only hold one one-handed weapon or a shield.(if an arm) After you have been under the care of a healer for a week, make a Fortitude save of difficulty = 10+the number of days you went before starting the healing process. Failure grants you either the Game Leg or Arm Wound injuries, whichever is appropriate.

Babbling Idiot -- Your constant muttering causes those within 10 feet of you (including yourself) to take a -5 penalty on Listen and Concentration checks. Enemies within 50 feet gain a +5 on their Listen checks.

Weak Constitution – You’re not as tough as you used to be. -2 on Fort saves; this penalty increase to -4 versus disease and poison

Slow in the Head -- Ever since that hit, you've been a tad slow. -2 on Init checks and Reflex saves.

Spineless Coward – You screamed like a bitty girl when you were wounded. -2 on Will saves; this penalty increases to -4 versus fear effects.

Ow, My Back -- You are unable to carry as much as you used to. Your carrying capacity drops by 50%.

Half-Blind Pete – You take a -10 penalty on spot checks. If you have already accumulated this injury before, you become permanently blind.

Earless Jim – You take a -10 penalty to Listen checks. If you have already accumulated this injury before, you become permanently deaf.

Horrible Facial Scars – Your horrible scars are unpleasant to look at. -4 on Diplomacy checks, +4 on Intimidate checks.

Debilitating Wound -- Roll a d6, then select the appropriate stat. The PC permanently loses 2 from that stat. 1 = Strength, 2= Dexterity, 3= Constitution, 4= Intelligence,
5= Wisdom, 6= Charisma

That Which Does Not Kill Me – You emerge from your injury tougher than when you started. +2 Constitution.

Battle-Hardened Veteran – You’ve seen worse wounds than that when you were little. Gain the Endurance feat for free.

Arm Wound – Your arm never quite healed properly. You take a –4 penalty on attacks made with that arm, and a shield used by that arm has its armor check penalty doubled.

Game Leg – You leg never quite healed properly. Your base land speed drops by 5 feet, and you cannot run.

Gut Wound -- When you attack or perform a strenuous physical activity (this does not include casting spells), make a DC 5 Fort save. For each continuous round you exert yourself, the DC increases by 1. Failure causes you to scream, fall prone, and become dazed for the turn.

Shot Reflexes – You’re no longer as good at responding to your enemies’ attacks. The number of attacks of opportunity you can take per round decreases by one.

Slow as Molasses -- Your attacks take just a bit too long to execute. Enemies gain a +1 dodge bonus versus your melee attacks.

Death Holds No Surprises – You saw the other side, and you’re not afraid to see it again. You gain immunity to mind-affecting fear effects.

Tough as Nails -- Your scars make you even tougher to wound than before. Gain a +1 natural armor bonus or DR 1/-, your choice.

Shell-Shocked – After that last experience, you’re no longer quite all there. When you are affected by a mind-affecting ability, there is a 50% change the effect fails.

What’s That Smell? – Your wounds healed, but the smell never went away. You gain the Stench extraordinary ability.

The Plague – It seems that a nasty infection took advantage of your wounded state. Once per encounter, at the DM’s discretion, make a Fort save DC 15. Failure causes you to spend the turn puking your guts out, and all adjacent enemies must make a Fort save DC 15 or be nauseated for one round. This effect can be removed by a remove disease spell.

Dizzy Spells – After that blow to the head, you’ve become prone to dizzy spells at inopportune moments. You take a –5 penalty to Balance checks.

Shattered Nerves – After that traumatic experience, your hands just don’t want to stop shaking. You take a –5 penalty on Open Lock, Use Rope, and Craft checks.

Focused Injuries: These wounds revolve around the individual, weapon, or monster that struck down the PC. When the DM applies one of these feats, they should decide whether the circumstances warrant the target being an individual, a weapon, or a monster. If a mind flayer wounds a PC, it would probably be appropriate to select mind flayer as the target. If a thug with a spiked chain wounds a PC, selecting the spiked chain as the target would probably be appropriate, and if a reoccurring villain wounds a PC, it would probably be most appropriate to apply the target to the villain, not their race or weapon. The DM should be reluctant to apply the monster type choice if members of the PC’s own race wounded him or her.

Paranoid(focus) -- Once per encounter, when you are attacked by the appropriate target, make a DC 15 Will save, or be affected by a fear spell cast by a 5th level caster. Success causes you to be shaken for one round. This is considered a mind-affecting fear effect.

The Jitters(focus) -- Whenever you are attacked by the appropriate target, you are considered shaken. As a standard action, you may attempt to make a DC 15 Will save to ignore this effect for the rest of the encounter. This is considered a mind-affecting fear effect.

Vendetta(focus) -- You gain +2 on attack rolls versus the appropriate target. You will always choose to focus on these targets during combat unless you succeed on a DC 15 Will save to break away. Success allows you to ignore the effects of this feat. This is considered mind-affecting.

Flashback(focus) -- Once per encounter, when you are attacked by the appropriate target, make a DC 15 Will save. Failure causes you to be dazed for one round while you relieve your painful memories. This is a mind-affecting fear effect.

Blind Hatred(focus) -- When you encounter(even in a noncombat situation) your target, you are overcome by rage unless you succeed on a DC 15 Will save. You gain +4 to Str, +4 to Con and attack the target until you or the target is dead. As a free action, you may attempt a DC 15 Will save to ignore this effect. This effect is considered mind-affecting.
 

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