Damage Tables
Combat Damage
Crush | Slash | Pierce | |||||||
---|---|---|---|---|---|---|---|---|---|
Area | Minor | Serious | Mortal | Minor | Serious | Mortal | Minor | Serious | Mortal |
Head | bruising stun | fracture unconscious | slow death | bleeding | serious bleeding shock | instant death | bleeding stun | serious bleeding shock | instant death |
Face | fracture stun | fracture unconscious | slow death | bleeding stun | serious bleeding shock | slow death | bleeding stun | serious bleeding shock | slow death |
Eye | temporarily blind shock | fracture blinded unconscious | slow death | bleeding blind shock | blind serious bleeding shock | slow death | bleeding blind shock | blind serious bleeding shock | instant death |
Throat | bruising stun | bruising shock | instant death | bleeding stun | serious bleeding shock | decapitated | bleeding stun | serious bleeding shock | instant death |
Neck | bruising stun | bruising unconscious | instant death | bleeding | serious bleeding shock | decapitated | bleeding stun | serious bleeding shock | instant death |
Chest | bruising | fracture bruising stun | slow death crush | bleeding | serious bleeding shock | slow death | bleeding stun | serious bleeding shock | instant death |
Abdomen | bruising stun | bruising shock | slow death | bleeding | serious bleeding shock | slow death | bleeding stun | serious bleeding shock | slow death |
Groin | bruising stun | shock stumble | death fractured pelvis | serious bleeding stun | serious bleeding shock | slow death | serious bleeding shock | serious bleeding shock | instant death |
Kidneys | bruising | bruising stun | death fractured spine | bleeding | serious bleeding | slow death | bleeding | serious bleeding shock | slow death |
Shoulder | bruising | fracture fumble stun | crush shock | bleeding | serious bleeding stun fumble | severed arm shock | bleeding fumble | serious bleeding stun | serious bleeding shock |
Arm | bruising | fracture fumble stun | crush shock | bleeding | serious bleeding stun fumble | severed arm shock | bleeding fumble | serious bleeding stun | serious bleeding shock |
Hand | bruising fumble | fracture fumble stun | crush shock | bleeding fumble | serious bleeding stun | severed hand shock | bleeding fumble | serious bleeding stun | serious bleeding shock |
Buttock | bruising | fracture stumble shock | crush shock | bleeding | serious bleeding stun | serious bleeding shock | bleeding | serious bleeding stumble stun | serious bleeding shock |
Thigh | bruising stumble | fracture stumble shock | crush shock | bleeding | serious bleeding shock | severed leg shock | bleeding | serious bleeding stumble stun | serious bleeding shock |
Calf | bruising stumble | fracture stumble stun | crush stumble shock | bleeding stumble | serious bleeding | severed leg shock | bleeding | serious bleeding stumble stun | serious bleeding shock |
Foot | bruising stumble | fracture stumble stun | crush stumble shock | bleeding stumble | serious bleeding | severed foot shock | bleeding stumble | serious bleeding stumble stun | serious bleeding shock |
Burn Damage
Burn damage may occur from a brief application of a hot object as in a blow or from exposure to a source of flame or acid of various strengths for various lengths of time as when a character’s clothes have caught fire. A character may be exposed to a source of damage on one body area or several simultaneously. The rules cannot be prescriptive about all circumstances and, more than in any other area of injury, the GM must use her discretion.
The following table gives some indication of the intensity of sources, time of exposure and extent of damage:
Source | Exposure Length | Extent of Damage |
---|---|---|
Candle | 1 round | - |
Candle | 5 rounds | - |
Candle | 1 minute | Minor |
Candle | 5 minutes | Serious |
Torch | 1 round | Minor |
Torch | 5 rounds | Minor |
Torch | 1 minute | Serious |
Torch | 5 minutes | Mortal |
Campfire | 1 round | Minor |
Campfire | 5 rounds | Serious |
Campfire | 1 minute | Mortal |
Forge/Lava | 1 round | Serious |
Forge/Lava | 5 rounds | Mortal |
The effects of burn damage are cumulative. Three minor areas of burn will result in shock, three serious areas of burn in slow death.
A minor burn takes two weeks to heal a serious burn two months. A mortal burn will not heal without the application of herb lore or magical intervention.
Up to one minute, all armour will protect against burn sources below forge level however leather and padding will then ignite and metal armour will heat up. Forge fires will damage through armour after 5 rounds. Once heated or ignited the armour itself will then continue to do damage even if the source is removed.
Burn | |||
---|---|---|---|
Area | Minor | Serious | Mortal |
Head Face Neck | blind scarring stun | scarring shock | instant death |
Body | stun | scarring shock | slow death |
Limb | stumble/fumble scarring stun | crippled shock | slow death |
Hand Foot | stumble/fumble stun | crippled shock | crippled shock |
Fall Damage
The damage sustained from falls results from a combination of the fall height and the surface impacted upon.
Fall heights and surfaces are each given a value in the range of -3 to 4.
Fall Height | Value | Surface | Value |
---|---|---|---|
0’ -10’ | -3 | deep light snow drift | -2 |
11’ - 20’ | -3 | deep water | -1 |
21’ - 30’ | -3 | loose sand/ light foliage | 0 |
31’ - 50’ | -3 | soft turf/dense foliage | 1 |
51’ - 100’ | -3 | turf | 2 |
101’ - 200’ | -3 | packed earth/solid timber | 3 |
201’+ | -3 | stone | 4 |
Add the value for the fall height to the value for surface-type. This is the Feat Level. If the Feat roll succeeds the character is uninjured. If the roll fails by one Feat Level the character has minor injuries to d4 areas, if the roll fails by two or three Feat Levels the character has serious injuries to one area and minor injuries to d4 areas, if the roll fails by four Feat Levels the character has mortal injuries to one area and serious injuries to d4 areas, if the roll fails by five Feat Levels the character dies instantly. If a character has an Edge of agility or similar applicable Edge and uses it they may deduct 1 from the Feat Level.
Fall injuries will be a result of crush damage, roll the damaged areas randomly. Armour will reduce the damage to protected areas by one level of seriousness for each point of protection.