When reduced to 0 hp, the PC is not automatically slain. He collapses unconscious and must roll a d6 to determine his status. On a 1 or 2, he is revived after combat ends, but suffers a hampering injury for 2d6 days. On a 4-6, his wounds are more serious and may prove fatal. A roll of 3 is treated as a 1-2 result if he was wearing a helmet, in which case the helm is ruined but his life is surely saved. Without the helm, a roll of 3 is treated as a 4-6 result.
In the case of serious wounds, the PC will not revive after combat ends. The following turn, if he is not revived by magic, he may roll a d6 again. On a 1, he recovers on his own. On a 6, he succumbs to his wounds and dies. On a 2-5, he remains unconscious and must continue to roll on each subsequent turn. In any case, when and if he recovers from this state, he suffers a hampering injury for 2d6 weeks.
If a PC is already injured and receives the same injury again, the effect is extended. If the existing injury has less than two weeks remaining to heal, the duration is extended to 2d6 weeks. If the existing injury has more than two weeks remaining, compounding the injury makes it permanent.
|1||Arm rendered useless*||Cannot put the afflicted arm to use.|
|2||Eye damaged*||-2 Ranged, or blinded if both eyes have become injured|
|3||Leg impaired*||Reduce speed by one level|
|4||Hideous scars/disfiguring||-1 to Reaction rolls, Command, and Leadership|
|5||Enfeebled (broken ribs or similar)||-2 AP, AC, & Carrying capacity, and run at x2 rather than x3|
|6||Skull-cracked||Must roll Int or Wis to cast spells and becomes Berserker**|
*In the case of arm, eye, and leg injuries, roll even/odds to determine left/right.
**Berserker characters become irrationally violent during combat. Must roll Wisdom to resist plunging into melee when combat begins, and must similarly roll Wisdom to withdraw or retreat from melee. While in melee, the character gets +2 AP and -2 AC.