Age of Orion
Serious Injury
Home-ruled ways of dealing with serious injuries.
Bone Fractures:
How you fracture bones:
- Critical hit to the leg or arm resulting in a broken (Fractured) bone.
- A fall more than 10 ft has a risk of fracturing bone, depending on what is fallen on.
Gaining a fracture from a fall:
A constitution save is made against the fall damage taken, if that damage is 8 or above. Remember every 10 ft fallen deals 1d6 bludgeoning damage, maxing out at 20d6. If the Constitution save is failed, gain a point of fracture, for every 4 points of failure gain another point of fracture. Fracture points can be spread across arms, legs, skull, and spine, players choice if they controlled the fall or fell more than 40 ft while conscious.
Example: A fall of 40 feet results in 4d6 bludgeoning damage which ends up being 13 damage. A horrible Constitution save is rolled of 5, that’s 1 fracture for failing, and 2 more points for failing by 8 points. It’s chosen that they fell on their right leg and right arm, and choose a Type 1 Fracture for their right leg and a Type 2 Fracture for their right arm.
Fracture Types
Rules wise Bone Fracture effects and cures are grouped together by seriousness of damage and location of damage. Most fractures in game should be with arms and legs, spinal and skull injuries are left for worst case scenarios.
(Type 1) Fissure, Incomplete:
Arm: Disadvantage on actions
Leg: Movement speed reduced to 4, and moving more than 4 squares results in 1d4 points of slashing damage; a splint prevents this damage.
Skull: Disadvantage on Perception.
Spine: Disadvantage on all saving throws.
Fix: Lesser Restoration or Medical Check DC 10 (Splint) with a wait of 2-4 weeks for natural healing.
(Type 2) Simple & Multiple:
Arm: Disadvantage on actions, any action results in 1d4 points of slashing damage.
Leg: Movement speed reduced to 2, can not stand on limb without taking 1d4 slashing damage, and any moving results in 1d6 points of slashing damage; a splint prevents this damage.
Skull: Disadvantage on Wisdom and Intelligence checks.
Spine: Immobilized and Disadvantage on all Saves.
Fix: Greater Restoration or Medical Check DC 14 (Set Bone then apply Splint) with a wait of 4-6 weeks for natural healing.
Failed Medical Check: The bone will heal improperly, can not be remade. After the bone heals improperly these effects can be removed with lesser restoration.
Arm: Disadvantage on all actions made with it.
Leg: Movement speed reduced by 1.
Skull: Loss of Proficiency on Wisdom and Intelligence checks.
Spine: Disadvantage on all Saves.
(Type 3) Complicated & Compound:
Arm: Loss of Proficiency and Disadvantage on actions, any action results in 1d6 points of slashing damage.
Leg: Movement speed reduced to 2, can’t stand on limb without taking 1d6 slashing damage, and any moving results in 2d6 points of slashing damage; a splint prevents this damage.
Skull: Drop to 0 Health, begin dying, and temporarily lose 1 point of Intelligence and 1 point of Wisdom.
Spine: Drop to 0 Health, begin dying, gain Paralysis and Disadvantage on all Saves.
Fix: Greater Restoration or Medical Check DC 14 (Set Bone then apply Splint) with a wait of 6-8 weeks for natural healing.
Failed Medical Check: The bone will heal improperly, can not be remade. After the bone heals improperly these effects can be removed with lesser restoration with exception of the Skull, which requires Greater Restoration to heal (Will heal all attribute point loss from this injury).
Arm: Disadvantage on all actions made with it.
Leg: Movement speed reduced by 1.
Skull: Temporarily lose 1 point of Intelligence and 1 point of Wisdom.
Spine: Paralysis
Setting Bones and Healing Time in a Fantasy Setting
Check: Setting a bone is a Medical Check DC 14, with exception of the spine which is a Medical Check DC 16. These are dangerous procedures and taking 10 is recommended.
Failure: If you fail on a medical check to set a bone, it can not be remade. The bone will heal improperly and depending on what limb it’s associated with will have different outcomes.
Resetting a bone: If a bone heals improperly, it can be re-broken and reset. Deal 2d8 + Strength bonus bludgeoning damage, if 10 points of damage are dealt, break the bone. You make make the Medical Check to set the bone again.
Continual Care: This is a fantasy setting, Adventurers will have access to healing magic, but even then sometimes it’s unavailable, and being maimed for months isn’t as fun as it sounds. A character with Proficiency in Medicine can provide continual care to a recovering individual for an hour, that day counts as 4 days of the healing process instead of 1 day.
Magical Care:
Cure Wounds while unable to mend bones will speed up the process, when cast the current day counts as 4 days of healing instead of 1.
Lessor Restoration while unable to mend bones will speed up the process, when cast the current day counts as 12 days of healing instead of 1.