Critical Injuries & Healing

OSR games have tended not to get into the weeds with injury systems. And for good reasons, though I’d say this is more a constraint of the fiction than a system-level issue.

In your typical D&D setting, among your standard adventuring lot, magical healing and medicine is pretty much ubiquitous, and thoroughly outstrips even bleeding-edge modern medicine by leaps and bounds. Even innocuous spells such as AD&D’s Cure Light Wounds and Cure Disease (2nd and 3rd level spells, respectively) would be totally indispensable if introduced in a modern medical context.

Much of this makes sense in a gameable fictional world; we’re not really interested in roleplaying our characters catching dysentery or dying to an infection from a simple cut, and thus a lot of the nastier, more realistic forms of death we dealt with in our own history are handwaved away via magic in their fictitious analogues.

Though often settings aren’t good at extrapolating the second or third order effects that would have on a setting, if I asked your average person how a reliable cure for cancer or HIV would affect society, they could probably tell you a few things.

Which is the crux of this little introductory ramble. The presupposition of my setting, Be Not Afraid, is that it is the modern day, and like much urban fantasy/horror, people are not generally aware of it, or to the extent that informs their everyday decision making.

Sure, there are psionic abilities, miracles, and magick in my setting (a tiny fraction of a percent of humanity), but even among those who possess such gifts, the powers to heal are even rarer. As such, while my system has magical healing, it tends to be a mid- to late-game type of power, not something accessed early on, if at all.

Hence why my system puts a lot of focus on injury and recovering compared to other OSR systems that more readily handwave that problem away. Furthermore, my system has a higher expectation of lethality compared to most, so the general assumption is players have more than one character, with a focus on troupe play and character rotation.

Mechanics

The mechanics in this artile are refinings and clean ups of mechanics from earlier articles, mainly the First Aid & Sugery and Firearms Rules Compendium articles.

The First Aid & Surgery reals aren’t much different, but I’ve expanded and changed how critical injuries have worked quite a bit, and decided to include all the relevent rules in one article for the sake of compeletion.

Natural Healing & Rest

Characters naturally heal 1 HP per day of complete, uninterrupted rest. This assumes they are in a safe environment and not engaged in strenuous activity.

First Aid

First Aid can be applied once per battle, either during or immediately after the encounter. To perform First Aid, the character must use either:

  • A First Aid Kit or Medical Kit (no check required)
  • Improvised equipment with a successfu Medicine check (DC 12)

A Succesful use of First Aid:

  • Succesful First Aid stops a bleeding wound
  • Successful First Aid heals 1d4+1 hit points but healing cannot exceed the damage taken during that battle.

stopping bleedout can be done more than once per encounter/battle

Surgery

Surgery is required for severe injuries or conditions beyond the scope of First Aid, such as broken limbs/fractures, Severe bullet wounds, or organ damage. It requires time, tools and expertise.

Modifiers for Surgery

  • Medicine skill: Bonus equal to skill level in Medicine
  • INT modifier: Apply the surgeon’s Intelligence modifier
  • Quality of tools: Modifier ranges from -1 (poor tools) to +1 (high-quality tools)
  • Patient’s condition: Modifier ranges from -2 (critical condition) to +2 (stable condition)
  • Assistants: Up to two assistants can help during surgery, granting a +1 bonus each if they have Medicine skill or an INT modifier of +1 or higher.

Difficulty Table

Roll Outcome
2-4 Critical Failure (Added Complications)
5-9 Failure (reroll with -1 modifier)
10-11 Success
12 Critical Success

Results of Surgery

  • Critical Failure: Patient takes 1d4+1 damage, and added complications worsen the condition (e.g., further stabilization or additional care may be required).
  • Failure: Reroll with a -1 modifier
  • Success: regains 1d6+1 HP and is able to recover.
  • Critical Success: regains 1d6+3 and subtracts recovery time by 1.

Recovery Time

After surgery and treatment, certain penatlies or side effects from an injury don’t go away until a recovery period, this doesn’t necessarily mean the character is hospitalized, but probably means they are not in fighting condition without severe peanlity or risk worsening the condition.

GMs have full discretion to modify these recovery times based on the circumstances or nature of the injury.

  • Flesh Wounds: 1d4+1 Days

  • Concussion: 2d4 Days

  • Broken Limb: 2d4 Weeks

  • Broken rib: 1d4+1 Weeks

  • Head/SKull Injury: 2d6 Weeks

  • Muscle/Ligaments Injury: 1d4+1 Weeks

Critial Hits & Injuries

Upon a critical hit (natural roll of 20) The GM or player rolls for hit location. Each location has a corresponding table by damage type. with the injury determined by the amount of damage the attack did after any damage reduction / resistances are applied.

Hit Location Table (1d12)

Roll Location
1 Head
2 Neck
3-5 Chest
6-8 Abdomen
9 Right Arm
10 Left Arm
11 Right Leg
12 Left Leg

Design Note: This system is not interested in accurate anatomical simulation of bodily violence, but more with mechanical impact and visceral description in mind. This mechanic is meant to be used in conjuction with Sacrfice Thy Gear. basically a player may sacrifice a suitable piece of equipment, (armor, shield, weapon.) to not take a critical injury. (however still recieve the damage)

Further these tables don’t encompass all damage types or body plans, for example these tables wouldn’t work well for a giant spider or mutant squid. The GM is at full discretion to overright the result or use them as guidelines as opposed to hard coded result.

Ballstic Injuries

Head Critical Injury - Ballstic

Damage Injury
1–2: Flesh Wound The round penetrates soft tissue such as the cheek, ear or scalp, Target bleeds 1 HP per round until treated.
3–4: Grazing Shot The round glances off the skull. Target is stunned for 1 round.
5-6: Concussion The skull absorbs the impact. Target is stunned for 1d4 rounds. Afterward, all actions suffer –2 for the rest of the fight.
7-8: Facial Trauma Roll 1d6:1-2 Nose Shot – Breathing impaired, –2 to all actions 3–4 Eye Shot – Permanently –2 to ranged attacks 5–6 Jaw Shattered – Cannot speak clearly; verbal abilities fail on a Save
9-10: Skull Fracture The round cracks the skull without immediate brain destruction.Target falls prone and unconscious for 1d6 rounds. and suffers -4 to all actions till treated.
11: Brain Injury The round penetrates the skull and damages the brain. Target must make a Fortitude Save or die. If the Save succeeds: Target suffers -1d6 to INT score.
12+: Instant Kill The round passes cleanly through the brainstem or vital centers. Immediate death. No Save.

Neck Critical Injury – Ballistic

Damage Injury
1-2: Jugular Nick the round tears soft tissue and a major vein. Bleeds 1d6 HP per round.
3-4: Trachea Graze the windpipe is partially collapsed or perforated. Cannot speak above a whisper. –2 to all physical actions. must Save each round of strenuous action
5-6: Throat Hit The round destroys the throat. Cannot speak or cast verbal abilities. –4 to all physical actions. Bleeds 1 HP per round.
7-10: Major Artery Bleeds 2d6 HP per round. Target must make a Fortitude Save each round or fall unconscious.
11: Spine Shock The round impacts the spine without full severance. Target is stunned for 1d6+1 rounds. On recovery, Save or suffer permanent –2 DEX score or partial paralysis.
12+: Spine Severed The round severs the spine or destroys vital nerve centers. Instant death. No Save.

Chest Critical Injury – Ballistic

Damage Injury
1-2: Flesh Wound The round passes through muscle or fatty tissue. Target takes +1d6 damage.
3-4: Impact Trauma Blunt force from the hit knocks the wind out of them. Stunned for 1 round.
5-6: Bleeding Wound A through-and-through hit causes steady blood loss. Bleeds 1d4 HP per round until treated.
7-8: Rib Fracture One or more ribs are shattered. -2 to all physical actions. Heavy exertion causes -1 HP per round. (Dashing, Climbing, Melee Fighting)
9: Lung Hit The round punctures a lung. Half movement. –4 to all physical actions. Bleeds 1 HP per round. Two Lung Hits causes the target to suffocate and take 1d6 bleed
10: Organ Damage The round damages a major internal organ. Bleeds 1d6 HP per round internally. Medical treatment required within 1d4 rounds or worsen to result 11.
11: Heart Grazed The round tears the heart or major vessels without instant destruction. Death in 1d4 rounds without treatment.
12+: Heart Destroyed The heart is obliterated. Instant death. No Save.

Abdomen Critical Injury – Ballistic

Damage Injury
1–2: Flesh Wound The round tears through muscle or fat. Target takes +1d6 damage.
3-4: Bleeding Wound A perforating hit causes steady blood loss. Bleeds 1 HP per round until treated.
5-6: Shallow Organ Hit Minor damage to kidney or non-vital tissue. Bleeds 2 HP per round. –2 to all physical actions.
7-9: Gut Wound Shot goes clean through the Intestines, Target is Stunned for 1d4 rounds. Bleeds 1 HP per round.
10-11: Organ Hit damage to the Kidney or Liver causing major internal bleeding. Bleeds 1d6 HP per round internally. –4 to all physical actions.
12+: Multiple Organ Trauma The round ricochets or fragments internally. Bleeds 2d6 HP per round. Target makes a Will Save or falls Immediate unconscious.

Limb Critical Injury - Ballistic

Damage Injury
1–3: Flesh Wound The round tears through muscle or fat. Target takes +1d4 damage.
4-6 Major Wound Round does severe muscle damage to the limb,
7-8: Artery Hit A major artery is severed. Bleeds 1d6 HP per round until treated. After 1d4 rounds, target must Save each round or fall unconscious.
9-11: Limb Broken Bone shattered or joint destroyed. Limb is unusable until healed. cannot walk if it was a leg.
12+: Limb Destroyed The limb is blown off or destroyed beyond recovery. Bleeds 2d6 HP per round until treated. After 1d4 rounds, target must Save each round or fall unconscious.

Bludgeoning Injuries

Head Critical Injury – Bludgeoning

Damage Injury
1–4: Glancing Blow The strike rattles the head. Target is stuned for 1d4 rounds.
5-6: Broken Nose Breathing impaired, –2 to all actions
7–8: Concussion Severe head impact. Stunned for 1d4 rounds. Afterward, –2 to all actions for the rest of the fight.
9–10: Skull Fracture The skull cracks. Target falls prone and is unconscious for 1d6 rounds. On waking, –4 to all actions until treated.
11: Brain Injury Fort Save or die. On success, suffer –1d6 INT and permanent disorientation, –1 initiative.
12+: Skull Crushed The skull collapses or brain is pulped. Instant death. No Save.

Neck Critical Injury – Bludgeoning

Damage Injury
1–4: Whiplash Target stunned for 1 round.
5–6: Windpipe Crush Airway partially collapsed. Speech reduced to gasps. Save each round of exertion or begin suffocating.
7–9: Vertebrae Fracture Neck bones cracked. –4 to physical actions. Save or fall prone each round of movement.
**10 11: Spinal Cord Bruising**
12+: Neck Destroyed Neck crushed or spinal cord destroyed. Instant death. No Save.

Chest Critical Injury – Bludgeoning

Damage Injury
1–4: Winded Blow Target loses breath. Stunned for 1 round.
5–6: Cracked Ribs One or more ribs fractured. –2 to physical actions. Heavy exertion causes 1 HP per round damage.
7–8: Multiple Rib Fractures Severe chest trauma. –4 to physical actions. Movement reduced by half.
**9 10: Lung Bruise**
11: Internal Organ Bruising organs bruised or ruptured. Takes 1d6 HP per round internally until treated.
12+: Chest Crushed Heart and lungs catastrophically destroyed. Instant death. No Save.

Abdomen Critical Injury – Bludgeoning

Damage Injury
1–4: Gut Check Painful blow. Stunned for 1 round.
5–6: Deep Bruise Kidney or liver bruised. –2 to physical actions. Takes 1d4 HP per round internally.
7–9: Ruptured Organ Major organ ruptured. Stunned 1d4 rounds. Takes 1d6 HP per round internally.
10–11: Massive Internal Trauma Multiple organs damaged. –4 to physical actions. Takes 2d6 HP per round internally.
12+: Abdominal Collapse Organs pulped. Immediate unconsciousness. Death in 1d4 rounds without treatment.

Limb Critical Injury – Bludgeoning

Damage Injury
1–3: Bruised Limb Painful impact. –2 to actions with that limb or –10 movement.
4–6: Bone Bruise Severe pain and swelling. –4 to limb actions** or half movement.
7–8: Fracture Bone cracked. Limb mostly unusable; actions fail on a Save.
9–11: Bone Shattered Bone broken or joint crushed. Limb unusable until healed. Cannot walk if leg.
12+: Limb Crushed Bone reduced to fragments. Limb permanently useless. Takes 1d6 HP per round internally from trauma. Save each round after 1d4 rounds or fall unconscious.

Piercing Injuries

Head Critical Injury – Piercing

Damage Injury
1–4: Glancing Stab The point scrapes scalp or cheek. Bleeds 1 HP per round until treated.
5–6: Skull Impact The point strikes bone without penetration. Stunned for 1d4 rounds.
7–8: Eye Gouge -2 to all ranged attacks, permanant. lose of both eyes is total blindness.
9–11: Skull Penetration The skull is pierced cleanly through. Fortitude Save or die. On success, suffer –1d6 INT Score
12+: Critical Brain Hit Vital brain structures destroyed. Instant death. No Save.

Neck Critical Injury – Piercing

Damage Injury
1–2: Vein Puncture Minor vein pierced. Bleeds 1d4 HP per round.
3–4: Deep Throat Puncture Muscles and soft tissue pierced. –2 to physical actions. Speech is painful.
5–6: Tracheal Puncture Windpipe pierced. Cannot speak normally. Save each round of exertion or begin suffocating. Bleeds 1 HP per round.
7–9: Artery Puncture Carotid or jugular punctured. Bleeds 2d6 HP per round. Fort Save each round or fall unconscious.
10-11: Cervical Nerve Damage serve clusters damaged. Stunned 1d6 rounds. On recovery, –2 DEX Score.
12+: Spine Destroyed Vital nerve centers destroyed. Instant death. No Save.

Chest Critical Injury – Piercing

Damage Injury
1–4: Shallow Puncture The point pierces muscle. Takes +1d6 damage
5–6: Bleeding Puncture The wound bleeds internally and externally. Bleeds 1d4 HP per round
7–8: Lung Puncture The point slips between ribs and pierces a lung. Half movement. –4 to all physical actions. Bleeds 1 HP per round. Two Lung Hits causes the target to suffocate and take 1d6 bleed damage per round.
10: Organ Puncture Major organ pierced. Bleeds 2d6 HP per round internally.
11: Heart Puncture Heart pierced but not destroyed. Death in 1d4 rounds without treatment.
12+: Heart Stabbed Heart or major vessels catastrophically pierced. Instant death. No Save.

Abdomen Critical Injury – Piercing

Damage Injury
1–2: Minor Puncture The point pierces muscle or fat. Takes +1d6 damage.
3–4: Bleeding Puncture The stab is a clean throug-and-through. Bleeds 1 HP per round.
5–6: Organ Nick Kidney or minor organ pierced. Bleeds 2 HP per round. –2 to physical actions.
7–9: Gut Puncture Intestines pierced. Stunned 1d4 rounds. Bleeds 1 HP per round.
10–11: Major Organ Puncture Liver or kidney pierced. Bleeds 1d6 HP per round internally. –4 to physical actions.
12+: Multiple Organ Punctures The point passes through several organs. Bleeds 2d6 HP per round. Will Save or immediate unconsciousness.

Limb Critical Injury – Piercing

Damage Injury
1–3: Shallow Puncture Muscle pierced. Takes +1d4 damage. –2 to actions with that limb or –10 movement.
4–7: Deep Muscle Puncture Significant tissue damage. –4 to limb actions or half movement.
8–11: Tendon Puncture Key tendon pierced. Attacks or movement with limb fail on a Fort Save.
12+: Vital Vessel Puncture Major vessels destroyed. Bleeds 2d6 HP per round. After 1d4 rounds, Save each round or fall unconscious.

Slashing Injuries

Head Critical Injury – Slashing

Damage Injury
1–2: Scalp Cut The blade slices the scalp or ear. Bleeds 1 HP per round
3–4: Concussive Blow Heavy strike rattles the skull. Stunned for 1d4 rounds. Afterward, –2 to all actions for the rest of the fight.
5–6: Facial Laceration Deep cuts to face. –2 to all actions for 1d4 rounds due to pain and blood. Leaves a permanent scar.
7–8: Maiming Facial Injury Roll 1d6: 1–2 Nose Split – Breathing impaired, –2 to all actions 3–4 Eye Slashed – Permanently –2 to ranged attacks 5–6 Jaw Cracked – Cannot speak clearly; verbal abilities fail on a Save
9–10: Skull Cleave The blade cracks bone. Target falls prone and is unconscious for 1d6 rounds. On waking, –4 to all actions until treated.
11: Brain Exposure The blade breaches the skull. Fortitude Save or die. On success, suffer –1d6 INT*and permanent tremors –1d4 to initiative
12+: Decapitation / Fatal Brain Trauma The head is partially or fully severed, or the brain catastrophically destroyed. Instant death. No Save.

Neck Critical Injury – Slashing

Damage Injury
1–4: Neck Laceration Muscles and veins cut. Bleeds 1d4 HP per round.
5–6: Tracheal Cut Windpipe damaged. Cannot speak. Must Save each round of exertion or begin suffocating. Bleeds 1 HP per round.
7–9: jugular Strike Carotid or jugular cut. Bleeds 2d6 HP per round. Fortitude Save each round or fall unconscious.
10-11: Cervical Spine Hit Neck bones and nerves damaged. Immediate paralysis below the neck unless Fort Save succeeds (then partial paralysis).
12+: Decapitation Head removed or spinal cord fully severed. Instant death. No Save.

Chest Critical Injury – Slashing

Damage Injury
1–4: Flesh Cut Long slicing wound across chest. Takes +1d6 damage.
5–6: Deep Chest Laceration Muscle and connective tissue severed. Bleeds 1d4 HP per round.
7–8: Rib Damage Ribs cracked or partially severed. –2 to physical actions. Heavy exertion causes 1 HP per round damage.
9-10: Organ Laceration Major organ sliced. Bleeds 1d6 HP per round internally. –4 to all physical actions,
11: Heart Cut Heart or major vessels slashed. Death in 1d4 rounds without immediate treatment.
12+: Heart Destroyed Heart split or removed from function. Instant death. No Save.

Abdomen Critical Injury – Slashing

Damage Injury
1–4: Bleeding Gash Deep abdominal cut. Bleeds 1 HP per round.
5–6: Organ Nick Kidney or non-vital tissue cut. Bleeds 2 HP per round. –2 to physical actions.
7–9: Gut Spill Intestines slashed. Stunned 1d4 rounds. Bleeds 1d4 HP per round. –2 to physical actions
10–11: Major Organ Laceration Liver or kidney severely cut. Bleeds 1d6 HP per round internally. –4 to all physical actions.
12+: Disemboweling Strike Multiple organs destroyed or exposed. Bleeds 2d6 HP per round. Will Save or immediate unconsciousness.

Limb Critical Injury – Slashing

Damage Injury
1–3: Shallow Cut Muscle sliced. Takes +1d4 damage. –2 to actions with that limb or –10 movement.
4–6: Deep Muscle Cut Severe tissue damage. –4 to limb actions or half movement if leg.
7–8: Tendon Severed Key tendons cut. Limb is mostly unusable; attacks or movement fail on a Save.
9–11: Bone Strike Bone cracked or joint split. Limb unusable until healed. Cannot walk if leg.
12+: Limb Severed Arm or leg cut off. Bleeds 2d6 HP per round. After 1d4 rounds, Save each round or fall unconscious.

Inspirations

The injury system I’ve outlined here had two major mechanical inspirations. Baptism of Fires Critical Hit tables, which are a series of thematic and gruseome d20 tables for injuries categorized by weapon/damage type.

And Interlock Unlimited a hack of Cyberpunk 2020 which has a good hit location and injury determination system. basing severity by how much damage the weapon does to a specific bodypart.