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. |