Wounds

Wounds are dealt to living creatures that take significant amounts of damage from a single attack.

Wound Threshold

A creature is considered to be wounded when they receive damage of a single type from a single attack, spell, ability or hazard equal to 1 third or more of their total HP. This is listed as the Wound Threshold on Monster Stats and Character Sheets.

Recovering from Wounds

Most creatures recover from wounds at a rate of 1 wound per night(8 hours) of sleep.

Depending on the campaign setting and availability of healing, wound recovery can either mean complete regeneration of the damaged tissue/parts or simply adjusting to and overcoming the damage to their body, via adjustments, perseverance or prosthesis.

Types of Wounds

Each damage type has a different wound list that should be rolled when a creature receives a wound. Like most stats Wound Threshold can be manipulated with spells, items and abilities. When a creature receives a wound, roll a d10 and find the corresponding number for that attack’s damage type in the following section, then apply the effect.

Acid

Roll Wound
1 Light Acid Burn Lose 1 Stamina, Might and Focus.
2 Bore Through Lose 1 Stamina, Might and Focus. -2 to all Physical Skill Rolls.
3 Severe Acid Burn Lose 1 Stamina, Might and Focus. -2 to All Physical Skill Rolls. -2 to All Attack Rolls.
4 Facial Burn Lose 2 Brainstorms, Willpower and Panache Fate Die added on Social Skill Rolls.
5 Dissolved Digit Fate Die Added to all rolls to perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
6 Fused Burn Lose 2 Stamina, Might and Focus. Fate Die added to all Physical Skill Rolls. Lose 1d4 HP per Action Taken.
7 Mouth Burn Creature is Silenced and cannot speak or perform spells that have a Voice Requirement. 
8 Dissolved Appendage Lose 2 Might, Stamina or Focus. Fate Die Added to all Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
9 Dissolved Limb Lose 2 Might, Stamina and Focus. Cannot Perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands
10 Full Frontal Burn Lose 3 Brainstorms, Willpower and Panache Dazed or Stunned at the start of each Turn, Flip a coin to determine Heads = Dazed Tails = Stunned

Blunt

Roll Wound
1 Whiplash -2 to Perception and Investigation Skill Rolls.
2 Sprain Movement Speed reduced by 1 meter.
3 Internal Bleeding Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. 
4 Cracked Rib -2 on all Physical Skill Rolls.
5 Broken Rib Fate Die added to all Physical Skill Rolls.
6 Severe Internal Bleeding Target loses 2 HP every Round(10 Seconds) while in Combat and 2 HP every Minute while Resting. 
7 Broken Appendage Fate Die added to all rolls to perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
8 Cracked Limb Lose 2 Stamina, Might and Focus Crippled Condition.
9 Broken Limb Lose 3 Stamina, Might and Focus Slowed Condition
10 Concussion Lose 3 Brainstorms, Willpower and Panache Dazed or Dizzy at the start of each round, flip a coin to determine.  Heads = Dizzy, Tails = Dazed. Disadvantage on all mental skill Rolls.

Slash

Roll Wound
1 Open Wounds -2 to all Constitution Saving Throws to resist Toxins and Venoms.
2 Deep Cut Lose 1 Stamina, Might and Focus. -2 to all Constitution Saving Throws to resist Toxins and Venoms.
3 Bleeder Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting.  Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
4 Face Wound -2 to Perception and Investigation Skill Rolls
5 Sliced Bone Lose 2 Stamina, Might and Focus Fate Die added to all Constitution Saving Throws to resist Toxins and Venoms.
6 Bad Bleed Target loses 2 HP every Round(10 Seconds) while in Combat and 2 HP every Minute while Resting.  Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
7 Neck Wound Fate Die Added to All Attack Rolls and Saving Throws Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
8 Severed Artery Target loses 4 HP every Round(10 Seconds) while in Combat and 4 HP every Minute while Resting.  Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
9 Severed Appendage Fate Die Added to all rolls to perform Motions, Melee, Ranged and Spell Attacks that require two hands Appendage is permanently lost if not recovered
10 Severed Limb Roll 1d4 to Determine. Locomotion Limb - Roll of 1 or 2  Movement Speed Reduced by 2 Meters. Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding. Grasping Limb - Roll of 3 or 4 Incapabable of performing Actions, Motions, Melee, Ranged and Spell Attacks that require two hands, Limb permanently lost if not recovered. Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.

Puncture

Roll Wound
1 Grazed -2 to all Constitution Saving Throws to resist Toxins and Venoms.
2 Shoulder Wound Lose 1 Stamina, Might and Focus. -2 to all Constitution Saving Throws to resist Toxins and Venoms.
3 Bleeder Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
4 Limb Wound Lose 2 Stamina, Might and Focus. Fate Die added to all Constitution Saving Throws to resist Toxins and Venoms.
5 Bad Bleed Target loses 2 HP every Round(10 Seconds) while in Combat and 2 HP every Minute while Resting.  Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
6 Punctured Organ 50% Chance to be Weakened at the start of each Turn. Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
7 Stomach Wound Sickened or Dazed at the start of each round, flip a coin to determine: Heads = Sickened Tails = Dazed Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
8 Punctured Respiratory System Maximum Stamina and Might Reduced by 2. Movement Speed Reduced by 2.
9 Neck Wound Fate Die Added to All Attack Rolls and Saving Throws. Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
10 Head Wound 25% chance to render Large or Smaller Creature Unconscious upon dealing of Wound. Lose all Brainstorms, Willpower and Panache.

Burn

Roll Wound
1 Toasted -4 to Stealth Skill Rolls.
2 1st Degree Burn - Appendage Lose 1 Focus, Stamina and Might.
3 1st Degree Burn - Limb Lose 2 Focus, Stamina and Might.
4 1st Degree Burn - Body/Head Lose 2 Brainstorms, Willpower and Panache. Fate Die added to all Social Skill Rolls.
5 2nd Degree Burn - Appendage Lose 2 Focus, Stamina and Might. -2 to all Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
6 2nd Degree Burn - Limb Lose 2 Focus, Stamina and Might. Fate Die added to all Motions, Melee, Ranged and Spell Attacks that require two hands.
7 Mouth Burn Creature is Silenced and cannot speak or perform spells that have a Voice Requirement. 
8 3rd Degree Burn - Appendage Lose 2 Focus, Stamina and Might. Fate Die added to all Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
9 3rd Degree Burn - Limb Cannot Perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
10 3rd Degree Burn - Body/Head Lose all Brainstorms, Willpower and Panache. Fate Die added to all Social Skill Rolls. Blinded Condition.

Electrical

Roll Wound
1 Fried -4 to stealth Skill Rolls.
2 Twitchy -2 to all Physical Skill Rolls.
3 Lockjaw Silenced and cannot Eat or Drink.
4 Clenched Appendage -2 to all rolls to perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
5 Locked Limb - Lower Slowed Condition
6 Locked Limb - Upper Disadvantage on all Motions, Melee, Ranged and Spell Attacks that require two hands.
7 Heart Palpitations Lose 2 Stamina, Might and Focus.
8 Supercharged Lose 2 Stamina, Might and Focus. At the start of each turn(every 10 Seconds) the supercharged creature has a  25% chance to discharge 1d6 Electrical Damage into a random creature within 4 Meters, if no creatures are within range the discharge is dealt to the supercharged creature instead.  Once 20 Discharges have been triggered, this Part of this Wound’s Condition ends.
9 Partial Paralysis Fate Die added to all Physical Skill Rolls.  Fate Die added to all Attack Rolls.
10 Cardiac Arrest You lose Consciousness at the end of each of your turns, at the start of each of your turns you may make a CON Saving Throw, if you meet or beat the DC of 14, you regain consciousness until the end of your turn. Lose All Stamina, Might and Focus.

Frost

Roll Wound
1 Chilled -2 to Stealth and Perception Skill Rolls.
2 Frostbite - Digit -2 to all rolls to perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
3 Frostbite - Feet Movement Speed Reduced by 2 Meters.
4 Frostbite - Hands Numbed Condition.
5 Frostbite - Limb, Lower Movement Speed Reduced by 4 Meters.
6 Frostbite - Limb, Upper Fate Die added to all Motions, Melee, Ranged and Spell Attacks that require two hands.
7 Frostbite - Face Lose 2 Brainstorms, Willpower and Panache. Fate Die added to all Charisma Skill Rolls.
8 Frostbite Body Numbed and Frozen Conditions.
9 Temporary Paralysis Lose all Movements, can use Action to crawl 1 meter.
10 Temporary Coma You lose Consciousness at the end of each of your turns, at the start of each of your turns you may make a CON Saving Throw, if you meet or beat the DC of 14, you regain consciousness until the end of your turn.

Kinetic

Roll Wound
1 Whiplash -2 to Perception and Investigation Skill Rolls 
2 Shattered Digit Lose 1 Might, Stamina and Focus. -2 to all rolls made to perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands
3 Internal Bleeding Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
4 Shattered Appendage Lose 1 Might, Stamina and Focus. Disadvantage on all Motions, Melee, Ranged and Spell Attacks that require two hands.
5 Shattered Limb Lose 2 Might, Stamina and Focus. Cannot Perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
6 Ruptured Eye Lose 2 Brainstorms, Willpower and Panache. Fate Die added to all Perception and Investigation Skill Rolls.
7 Severe Internal Bleeding Target loses 2 HP every Round(10 Seconds) while in Combat and 2 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
8 Tinnitus Lose 2 Brainstorms, Willpower and Panache. 25% Chance to be Deafened at the start of each Turn until the end of that turn.
9 Ruptured Organ Dazed Condition. Target loses 2 HP every Round(10 Seconds) while in Combat and 2 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
10 Mangled Crippled and Slowed Conditions. Target loses 2 HP every Round(10 Seconds) while in Combat and 2 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.

Psychic

Roll Wound
1 Headache -2 to all Mental Skill Rolls
2 Blurred Vision -2 to all Perception and Investigations Skill Rolls
3 Dizziness -2 to Athletics and Acrobatics Skill Rolls
4 Confusion Lose 1 Brainstorm, Willpower and Panache. Fate Die added to all Mental Skill Rolls and Saving Throws.
5 Migraine Lose 2 Brainstorms, Willpower and Panache. Fate Die added to all Mental Skill Rolls and Saving Throws.
6 Brain Swelling Lose 2 Brainstorms, Willpower and Panache. -2 to all d20 Rolls.
7 Brain Hemorrhaging Lose 3 Brainstorms, Willpower and Panache. Target loses 2 HP every Round(10 Seconds) while in Combat and 2 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
8 Mental Hallucinations Fate Die added to all d20 Rolls.
9 Mind Snap Lose 3 Brainstorms, Willpower and Panache. Once per turn lose one of Action roll 1d6 to Determine what action type is lost: 1 & 2 > Lose an Action 3 & 4 > Lose a Movement 5 & 6 > Lose a Motion
10 Brain Aneurysm Target has their HP reduced by an additional 2d10+5.  You lose Consciousness at the end of each of your turns, at the start of each of your turns you may make a CON Saving Throw, if you meet or beat the DC of 14, you regain consciousness until the end of your turn.

Venom

Roll Wound
1 Fever Your Maximum HP is Reduced by 25%.
2 Shortness of Breath Lose 1 Stamina, Might and Focus.
3 Vomiting You have the Sickened Condition.
4 Muscle Spasms Lose 2 Stamina, Might and Focus.
5 Bleeding Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
6 System Shock Weakened Condition.
7 Temporary Paralysis Lose all Movements, can use Action to crawl 1 meter.
8 Loss of Lucidity Lose 2 Brainstorms, Willpower and Panache. Fate Die added to all Mental Skill Rolls and Saving Throws.
9 Loss of Consciousness You lose Consciousness at the end of each of your turns, at the start of each of your turns you may make a CON Saving Throw, if you meet or beat the DC of 14, you regain consciousness until the end of your turn.
10 Venom Overload Target has their HP reduced by an additional 2d10+5.  Lose All Stamina, Might and Focus.

Toxic

Roll Wound
1 Fever Your Maximum HP is Reduced by 25%.
2 Shortness of Breath Lose 1 Stamina, Might and Focus.
3 Vomiting Sickened Condition.
4 Stomach Bleeding Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
5 Stomach Cramps Lose 1 Stamina, Might and Focus. Fate Die added to all Physical Skill Rolls. Fate Die added to all Attack Rolls.
6 System Shock Lose 2 Stamina, Might and Focus. Weakened Condition.
7 Temporary Paralysis Lose all Movements, can use Action to crawl 1 meter.
8 Loss of Lucidity Lose 2 Brainstorms, Willpower and Panache. Fate Die added to all Mental Skill Rolls and Saving Throws.
9 Loss of Consciousness You lose Consciousness at the end of each of your turns, at the start of each of your turns you may make a CON Saving Throw, if you meet or beat the DC of 14, you regain consciousness until the end of your turn.
10 Peak Toxicity Target has their HP reduced by an additional 2d10+5.  Lose All Stamina, Might and Focus.

Poison

Roll Wound
1 Fever Your Maximum HP is Reduced by 25%.
2 Shortness of Breath Lose 1 Stamina, Might and Focus.
3 Vomiting Sickened Condition.
4 Stomach Bleeding Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
5 Stomach Cramps Lose 1 Stamina, Might and Focus. Fate Die added to all Physical Skill Rolls. Fate Die added to all Attack Rolls.
6 System Shock Lose 2 Stamina, Might and Focus. Weakened Condition.
7 Temporary Paralysis Lose all Movements, can use Action to crawl 1 meter.
8 Loss of Lucidity Lose 2 Brainstorms, Willpower and Panache. Fate Die added to all Mental Skill Rolls and Saving Throws.
9 Loss of Consciousness You lose Consciousness at the end of each of your turns, at the start of each of your turns you may make a CON Saving Throw, if you meet or beat the DC of 14, you regain consciousness until the end of your turn.
10 Poisoned Target has their Maximum HP reduced by 50%.  Lose All Stamina, Might and Focus.

Holy

Roll Wound
1 Holy Glow Cannot perform Stealth Skill Rolls.
2 Holy Burns Lose 2 Stamina, Might and Focus.
3 Temporary Blindness You lose your vision and are blinded at the end of each of your turns, at the start of each of your turns you may make a CON Saving Throw, if you meet or beat the DC of 14, you are no longer Blinded until the end of your turn.
4 Loss of Sensation Lose 2 Stamina, Might and Focus. Numbed Condition.
5 Temporary Deafness You lose your hearing and are deafened at the end of each of your turns, at the start of each of your turns you may make a CON Saving Throw, iif you meet or beat the DC of 14, you are no longer Deafened until the end of your turn.
6 Temporary Astral Projection Your consciousness is separated from your body at the end of each of your turns, at the start of each of your turns you may make a WIS Saving Throw, if you meet or beat the DC of 14, you are no longer Astral Projecting until the end of your turn. While Astral Projecting your body is considered to be Unconscious.
7 Severe Tinnitus Lose 2 Brainstorms, Willpower and Panache. Deafened Condition.
8 Holy Infirmity Lose 2 Stamina, Might and Focus. Incontinant Condition.
9 Temporarily Mute Lose 2 Brainstorms, Willpower and Panache. Silenced Condition.
10 Temporarily Crippled Lose 3 Stamina, Might and Focus. Crippled and Slowed Conditions.

Necrotic

Roll Wound
1 Rot Sickened Condition.
2 Skin Necrosis Lose 1 Stamina, Might and Focus. Numbed Condition.
3 Blood Necrosis Target loses 1 HP every Round(10 Seconds) while in Combat and 1 HP every Minute while Resting. Bleeding creatures can use their Action to negate the next instance of this effect, effectively staunching the bleeding.
4 Digit Necrosis -2 to all rolls made to perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
5 Appendage Necrosis Fate Die added to all rolls made to perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
6 Limb Necrosis Cannot Perform Actions, Motions, Melee, Ranged and Spell Attacks that require two hands.
7 Organ Necrosis Lose 2 Stamina, Might and Focus. Dazed Condition.
8 Lung Necrosis Lose 3 Stamina, Might and Focus. Slowed and Dazed Conditions.
9 Heart Necrosis Lose 3 Stamina, Might and Focus. Fate Die added to all d20 Rolls 25% Chance to be Knocked Prone at the start of each Turn. 
10 Brain Necrosis Lose 3 Brainstorms, Willpower and Panache. Fate Die added to all d20 Rolls 25% Chance to suffer from the Stunned Condition at the start of each Turn until the end of that turn.