Death Saves: When a PC drops to 0 hit points, they must roll on the Death and Dismemberment Table. A PC dies immediately if they take damage equal to twice their maximum hit points. A PC reduced to 0 HP can still function normally.
Retainers still die outright at 0 hit points.
Hit Points represent a character's ability to keep incoming damage from damaging their flesh. Any damage that cannot be soaked up by their Hit Points becomes Lethal Damage. Whenever a PC takes Lethal Damage, roll on this table, referencing the Severity along the left side of the table and the Hit Location along the top.
Hit Location: Roll a d6 to determine the location of the hit. If the damage dealt was special, check the corresponding tabs.
Severity: To determine a 1d12 and then add the Lethal Damage and any number of current injuries to determine the severity. You gain the listed Injury as well as all Injuries above it. Interpret results logically (e.g. a crushing blow can't actually sever a leg, but it can cripple it to the same effect).
Non-Lethal: If the damage dealt is from a non-lethal source or intent, the character is rendered unconscious for 1d4 days or until they are woken up by an ally outside of combat.
X Value: When X is listed, it refers to the value of the die result when determining Severity.
Death Save. When the table calls for a character to make a save, they must roll a Death/Poison saving throw to determine the outcome. A successful save results in a non-life threatening injury that leaves a cool scar.
The following injuries may occur.
Anathema: You cannot benefit from beneficial magic, including magical healing.
Blood Loss: Your Maximum Hit Points are reduced by a number of points equal to your level. If this reduces your Maximum Hit Points to 0, you Die.
Blind: Cannot see. -4 penalty to Attack Rolls and Saving Throws. Automatically hit by some attacks (cones of fire, poison clouds, thousands of arrows, etc.)
Burned: You cannot wear armor. Doing so results in excruciating pain that would prevent you from moving. If you are currently wearing armor, you must immediately remove it as quickly as possible.
Concussed: Your Initiative is reduced to 0, when/if you cast spells, they have a 1-in-6 chance of fizzling out.
Crushed: On a failed save, roll a D6 on the corresponding table.
Cursed: Save. If they fail, any magical attack against the PC automatically deals double damage, applies a -4 penalty to Save, or has a suitably nasty enhanced effect, like cursing their bloodline or stealing all their memories. If they pass, any magical attack against the PC automatically deals 1 extra damage or has a minor extra effect, like setting their hair on fire or cursing their dog. They also gain an Interesting Scar, usually known as a curse-mark.
Cracked Ribs: The PC's maximum HP is reduced by the PC's level. If this reduced Maximum HP to 0, The PC is instantly killed.
Deaf: Cannot hear. If ambushed, always last in Initiative order.
Disabled: The injured limb becomes unusable. A Disabled arm cannot hold anything; held items are dropped. A Disabled leg cannot support the PC's weight; they fall prone, and their movement speed is halved. A PC with two Disabled legs but at least one working arm can crawl at 1/20th their normal movement speed.
Fatal Wound: You have 3 rounds to get rid of all your Fatal Wounds, or you die. You can attempt to remove up to all your Fatal Wounds at the end of each round by rolling a 1 on a d6 (Per Fatal Wound). An adjacent ally can attempt to remove all Fatal Wounds by spending a standard action doctoring you, and then rolling under half their Intelligence score. Magical healing does not restore HP while you have fatal wounds; instead every 2 points of magical healing removes 1 fatal wound. While having Fatal Wounds you are unconscious.
Mangled: On a failed save, one of your limbs becomes unusable. A disabled arm cannot hold things, and any held items are dropped. A disabled leg cannot support your weight and you must crawl or lean. Regardless, your movement speeds are halved. If you succeed on the save you merely lose a toe or finger.
Skull Cracked: On a failed save, roll a D6 on the corresponding table.
Interesting Scars: The scar must be a mangled, gnarled thing, a worm of flesh buried under the skin. A gouge. Flesh warped and bent, like paint scraped before it fully dried. The player must describe their PC's Interesting Scar. It provides a +2 bonus to Charisma when interacting with people who appreciate scars (barbarians, deep-cave salamanders, suitors attracted to danger, poets). They can also be used to identify you. Scars can trump other scars. Generally, if comparing scars, it's wise to start with the least interesting and work your way up. If anyone has a else more interesting scar (as judged by the Referee or a roll-off), they get the +2 bonus. Use the HD of the creature that inflicted the scar as a guide for which scars are more impressive. Alternatively, lie.
Traveling without basic supplies and pushing yourself to exhaustion could result in these injuries.
Frostbite: The PC's Dexterity becomes 4 for the purposes of delicate tasks (card tricks, lockpicking, tying shoelaces) Fingertips, ears, and nose go black and may fall off.
Frozen: Save. If they fail, roll on the table below. If they pass, lose 1d6 digits (randomly chosen, use a d20). Lost digits are still attached, but will snap off or melt away.
1. Lose 2d6 digits (random chosen)
2. Lose all but 1 digit (randomly chosen)
3. Lose both hands
4. Lose both feet
5. Lose both hands, both feet, and nose (-2 permanent Charisma)
6. Lose both hands, both feet, nose, and eyes (-2 permanent Charisma, Blind)