From: =?iso-8859-1?Q?Jonas_P=E5lsson?= Subject: SV: injuries Date: Sat, 17 May 1997 01:47:15 +-200 Here=B4s the injury chart:=20 D66: 11-16: Dead. The warrior is sadly dead. If you have some luck left, use = it! 21: Multiple Injuries. The warrior is not dead but has suffered many = serious wounds. Roll a further D6 times on this chart. Re-roll any = "Dead" and "Recover" results. 22: Chest Wound. The warrior has been badly wounded in the chest. He = recovers, but is weakened by the injury and his Toughness = characteristic is reduced by -1. 23: Leg Wound. The warrior has smashed a leg. He recovers from his = injuries but he can no longer move quickly. The warrior=B4s Movement = characteristic is reduced by -1. Randomly determine which leg has been = hurt, then roll a D6: On the roll of a one, the leg must be amputated. = Some fellow warrior may do it. The crippled warrior can buy a peg leg = for 100 gold which will negate the movement penalty. 24: Arm Wound. The warrior has smashed one arm. Although he recovers = from his injury his strenght is permanentlu reduced by -1 when using = that arm. Randomly determine which arm has been hit, then roll a D6: On = the roll of a one, the arm must be amputated and can never be used = again. Bear in mind that some weapons use the warrior=B4s own strenght, = eg swords. 25: Head Wound. A serious head injury leaves the warrior somewhat = unhinged. At the start of each game and when the warror suffers a head = wound, roll a D6 to determine how he is affected. On a 1-3 the warrior = is dazed and confused - he is stupid and must pass a willpower test at = the start of each turn to be able to do anything. Roll a D6 and score = equal or under your willpower. On a roll of 4-6 the warrior is enraged = and uncontrollable - he is affected for the rules for frenzy. 26: Blinded in one eye. The warrior survives but loses the sight of one = eye. Randomly determine which eye. A character with only one eye has = his Ballistic skill reduced by -1. If the fighter is subsequently = blinded in his remaining good eye then he must retire from the team. 31: Partially deafened. The warrior survives but is partially deafened = as a result of his injuries. An individual suffers no penalty if he is = partially deafened, but if he is deafened for a second time he suffers = a permanent -1 to his fear and terror rolls. 32: Shell shock. The warrior survives but is extremly nervous and jumpy = as a result of the traumatic injuries he has suffered. His Initiative = characteristic is reduced by -1. 33: Hand injury. Wounds to a hand result in the loss of D3 fingers. = Randomly determine which hand is affected. The warrior=B4s Weaponskill = is reduced by -1. If a warrior loses all five fingers on a hand then he = may no longer use that hand: he may not carry anything in it, and is = unable to use weapons that require two hands. 34-36: Old battle wound. The warrior recovers, but his old wound affect = his health. Deduct -1 permanent from any one characteristic. 41-55: Recover. The fighter recovers, but loses D3 starting wounds = permanent. 56: Bitter enmity. Although he makes a full physical recovery, the = warrior has been psychologically scarred by his experiences. He = develops a bitter enmity for the monster that was responsible for his = injury. From now on the warrior hates the following (Roll a D6). =09 1-4 The particular type of monster who inflicted the injury (eg Skaven = Assassins, Goblin shamans). 5-6 All the monsters of that race (eg Chaos, Orcs, Goblins) 61-63: Unconscious. The warrior is knocked unconscious and will be left = prone for the next D6 turns. 64: Horrible scars. The warrior recovers from his injuries but is left = horribly disfigured. His scarred and distorted features inspire fear = into the monsters. All monsters attacking this warrior are at -1 to = hit him. In addition, when he visits a settlement, he will not be let in on the = roll of a 1 on a D6. 65: Impressive scars. The warrior recovers and is left with impressive = scars as testament to his bravery. In a settlement if the warrior = wishes to buy something roll a D6. If a 6 is rolled the warrior can get = any items in the store for half prize as the shopowner recognizes a = grizzled veteran when he sees one. 66: Survives against the odds. The warrior falls unconscious and later = on wakes up alone. The rest of the team has deserted him, believing = him to be dead. He stands up, pick up his gear and fights his way out = into the light where he begin a long trek to the settlement where he = joins up with his comrades. The warrior may increase any one = characteristic with one or choose a skill from any of the skill tables. The following injuries can be healed in a settlement for D6 *100 gold: chest wound, leg wound (if the leg is still attached), arm wound (again = only if the arm is still attached to the body), partially deafened, = shellshock. You can get all the injuries unlimited times except head wound and dead. You get one serious injury per time your warrior went under 1 wound (eg = if two minotaurs attack and the first knocks you with his second attack, = you suffer 3 serious injuries.=20 If you go up some levels, you might consider changing the rules a bit. I = have the rule that on the higher levels if i have, say, 5 serious = injuries and the wizard heals 4 wounds, then I still take 1 serious = injury etc.