Sage's Sanctum

Injury and Resting

Damage

When a character takes Damage, they lose that much Grit. If they have no Grit left, any remaining Damage is removed from their Brawn score. They must then roll under their Brawn score to avoid Critical Damage.

A character at 0 Grit who isn't critically damaged, or who has been tended to can either move or take an action on their turn, but not both. Damage that doesn’t exceed a character’s grit represents near misses, flesh wounds, and glancing blows.

Non player characters die when they reach 0 Grit.Make a Brawn check. On a failure, the injury is permanent.

Critical Damage

A character that takes Critical Damage is unable to take further action until they are tended to by an ally and have a Short Rest. If they are left for an hour without being tended to, they die. A character that takes Critical Damage must roll on the Grisly Injury Table.
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Grisly Injury

If you sustain critical damage, roll 1d6 twice on the table below. If you roll an injury that you already have, increase the severity of your injury by 1, if you already have that injury at maximum severity, roll again.

1.Head 2.Left Arm 3.Right Arm 4.Left Leg 5.Right Leg 6.Torso
1-2 Minor Injury Concussed 1d10 days Sprained 1d10 days Sprained 1d10 days Sprained 1d10 days Sprained 1d10 days Blood loss 1d10 days +1 Cool scar
3-5 Serious Injury Cracked Skull 5 + 2d6 days +1 Cool scar Broken 20+2d10 days +1 Cool scar Broken 20+2d10 days +1 Cool scar Broken 20+2d10 days +1 Cool scar Broken 20+2d10 days +1 Cool scar Broken 20+2d10 days +1 Cool scar
6 Severe Injury Crushed +1 Cool scar Mangled +1 Cool scar Mangled +1 Cool scar Mangled +1 Cool scar Mangled +1 Cool scar Crushed +1 Cool scar

Concussed
You act after the enemies in every round of combat, even when you aren’t surprised.
Cracked Skull
Roll 1d4

1d4 Consequence
1 -1 Agility
2 -1 Mind
3 Blind in your left eye. 1 in 6 to miss attacks and -1 to rolls reliant on sight
4 Blind in your right eye. 1 in 6 to miss attacks and -1 to rolls reliant on sight

Sprained
Arms: You can’t wield bulky weapons, any attack you make while using a sprained arm is Impaired.
Legs: +1 to any roll relying on the use of your legs. on any round where you move, there’s a 1 in 6 chance that you can’t take an action that round.

Broken
As sprained but longer lasting and leaves a scar.

Mangled
Part of your limb is crushed horribly or cut off entirely. Roll 1d6

1d6 Consequence
1-3 you got lucky, it’s just a finger or toe.
4-6 You lose the limb. Mangled arms can’t hold anything, mangled legs behave as sprained but permanently.

Blood Loss
Your maximum Grit is reduced by 1 per level you have.

Crushed
Roll 1d6

1d6 Consequence
1-2 -1 Agility
3-4 -1 Brawn
5-6 Crushed throat: You can only speak in a whisper

Ability Score Loss

If a character has their Brawn score reduced to zero they are dead. If their Agility or Mind are reduced to zero the character is paralyzed or mentally broken respectively, and cannot act until they Rest and Relax. Resting

Characters recover from harm and conditions by resting. Characters cannot benefit from resting if you are deprived of an essential need (e.g. food, water, warmth). There are three types of rests.

Siesta: A 30 minute break and a snack, meal, or swig of whiskey restores all of your Grit. Each character rolls the usage die on a ration at the end of a Siesta.

Hit the Hay: At least 6 hours of sleep. Restores all of your Grit and removes 1d4 levels of exhaustion. If you don’t Hit the Hay at the end of a day, you gain a level of exhaustion. Each character rolls the usage die on a ration at the end of a Siesta.

Rest and Relaxation: Rest and Relaxation requires a week of downtime at a comfortable location with access to food and water. This restores all stats to their maximum.