Trauma
Trauma
- Foot – Unassisted movement speed reduced by 50%. -10 penalty to any action which generally requires two feet. (Climbing, running, river dancing, kickball...)
- Leg – All of the penalties of a lost foot, plus unassisted movement speed reduced by 50% (25% of pre-trauma movement speed when accounting for speed reduction for the loss of a foot). -10 penalty to Avoidance and Attack rolls.
- Hand – Dual wield no longer possible. -10 point reduction to Shield CR checks. Shields only grant ½ their avoidance bonus. -10 to any check that would normally require two hands. (Wielding two handed weapons, climbing, clapping..)
- Arms – All of the penalties from hands plus a further 5 point penalty to adjusted CR checks. Shields are no longer usable. Spell casting with somatic components no longer possible.
- Torso – Maximum HP and Stamina reduced by 10. 50% chance to induce paralysis from the neck down. -5 to base physical mitigation.
- Neck – -5 penalty to Influence CR, and character has a 75% chance of being rendered mute.
- Face – -5 penalty to Influence CR, and character has a 75% chance of being blinded. A blinded character automatically fails any vision based check, and takes a 5 point penalty to Perception CR.
- Head – Maximum mana reduced by 50%. +25% Spell Failure chance.
Traumas can only be healed using restoration or regeneration magic. Restoration will repair an injury to a limb that still exists. Regeneration will regrow a lost limb or repair a damaged one. If a trauma subsists for more than one month, it will have healed over and there is little, if anything that can be done to repair the damage. Traumatic injuries confer major penalties to an adventurer, often impacting a wide spectrum of character actions, though some tools may allow characters that suffer from an existing injury to offset some of the penalties.
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