Injuries & Infections

"In war, men often arent killed by the blade, but by the disease and infection injury brings."

In Karath, this quote couldn't hold true. Within the system are various mechanics for both Injuries and Infections, we shall start with injuries frst.

Injuries

Injuries are long-term physical debuffs incurred from a single attack dealing an amount of damage equal to or higher than your max HP, losing a clash, or from certain abilities. The injury gained from taking high damage is chosen by the DM, but generally bludgeoning weapons will give Concussions or break bones, slashing weapons will cause sprains or scar over, and piercing weapons may puncture lungs. Generally the DM should also give the player a choice when taking massive amounts of damage, that choice being whether to take a physical injury or a mental injury (e.g. PTSD or a new phobia). Or both, if your based.

Each Injury also has a duration, set between Brief, Short, Average, Long, and Permanent.
Brief is a few days, Short is a couple weeks, Average is 1 month, and Long is 2-6 months.
Do note that Duration and time to heal are not the same, time to heal will often be shorter due to treatment options.

The list of possible injuries go as follows:

Injury Effect Treatment Duration
Broken Leg Half movement speed, Half dodge stat. Splint / Cast Long
Broken Arm Arm cannot use weapons or shields. (-2 When treated) Splint / Cast Long
Lower Sprain -5ft Movespeed, -1 Dodge Brace Average
Upper Sprain -1 Dexterity Brace Average
Concussion Rest Short
Heat Burns Infection opening, Vulnerability 1 to Slashing Cleaning, Bandaging Short
Frostbite -2 to checks involving the frostbitten appendage Seek Warmth Brief
Severe Frostbite Lose function entirely in the frostbitten appendage. Amputation, Magic Permanent
Chemical Burns 1 to 3 Vulnerability to all damage, infection opening. Bandaging Brief
Deep Cut Infection Opening, reduce max HP by 2 to 8 Bandages Brief
Punctured Lung 2 to 8 penalty to stamina, Bandages, Rest Average
Punctured Eardrum Unnecessary Average
Ruptured Eardrum Surgery Permanent

Treating Injuries

Treating injuries involves time, items, and skilled medical care. With good equipment and a good doctor a permanent speed debuff from a badly set leg can turn into a simple hurdle that blows over in a week.
Successfully treating a wound (For example splinting a broken bone) reduces the penalty from the injury by half (rounding down, minimum 1), and reduces the time taken to heal. For example, a treated broken bone will only give a quarter movement speed and dodge debuff as opposed to a half movespeed and dodge debuff, and instead of that bone taking 2-3 months to heal it will now only take 1 month.
Treatment involves a Medicine check with a base DC of 18, which may raise or lower depending on the injury. If you lack the required treatment materials the DC is increased by 10.
On a success the wound is counted as treated. On a failure, you take no penalty and may try again, but any items you used to treat the wound are lost [1].

Some wounds can not be treated normally, and must use magic (rules below) or be amputated. Amputation does not give back functionality to the affected area, but it does make way for prosthetics.
Treatment items are listed below, and can be acquired through various means including crafting, buying, and looting.

Item Name Price Effect
Doctor's Tools +2 for Medicine checks to treat a creature.
Surgeon's Tools Allows the treatment of Permanent Injuries (Rules Below)
Bandage Removes the Bleed condition, treats certain injuries.
Splint Treats broken bones.
Brace Treats sprains.
Aqua Vitae Removes infection openings.
Disinfecting Brew Adds bonuses against plague and infection.
Healing Brew Reduces injury recovery time by 10-80% (Depending on brew)
Soothing Brew Reduces penalties from injuries depending on brew strength.

Magical Treatment

Abjuration Mages (Mages who manipulate nature and flesh) are capable of healing wounds. In the short term they can negate the effects of injuries, push allies to endure further, and delay the inevitability of death. In the long term, Abjurer's can quickly heal injuries, cure sickness, and when mastered can even regrow limbs.

Injury Ignorance

A character may, for short times, ignore the effects of an injury to exert themselves beyond what they should be able to do, often at the cost of their own health. This may only be done for injuries that have been treated but not yet healed.
For 5 minutes you remove the penalties of your injuries, acting as normal. At the end of this 5 minute span roll 2 Fortitude checks.

The first check is for injury duration (DC 22), on a success the injury heal duration is reset, on a failure the injury heal duration is reset and increased by 50%.

The second check is for treatment loss (DC 24), on a success the treatment holds and the wound does not have to be retreated, on a failure the treatment is lost, along with any other benefits said treatment gave.

If you use injury ignorance to negate one or more injuries that have already been negated, you will auto-fail both saves once the 5 minutes are over and gain the Dying condition.


  1. Doctor's and Surgeon's tools are not lost on a failure ↩︎

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