Small fractures may heal of their own accord, but severe breaks, with bone protruding at odd angles from the flesh, are a different matter entirely. If you suffer a Broken Bone, it is marked as Minor or Major.
Minor
You have fractured one of your bones, but it is still aligned, meaning it may heal of its own accord without medical attention. The effects of a minor break vary depending on the Hit Location, but typically inflict Disadvantage on Tests using that body part.
- Head (Eye): Your orbital bone is cracked, swelling obstructs your sight. You have Disadvantage on Awareness (Sight) Tests.
- Head (Jaw): Your ability to communicate is hampered. You have Disadvantage on Rapport Tests and Tests that rely on speech.
- Head (Nose): Your nose is crushed, a swollen mass of blood and cartilage. You have Disadvantage on Awareness (Smell) Tests.
- Torso: Your strength and mobility are severely limited. You have Disadvantage on Strength and Agility Tests, and your Speed is reduced one step, to a minimum of Slow.
- Arms: It is almost too painful to use your arm. You have Disadvantage on all Tests using the arm, such as swinging a weapon, steadying a rifle, or climbing.
- Legs: Staying mobile is incredibly painful. You have Disadvantage on Tests that rely on mobility, such as Reflexes and Athletics Tests, and your Speed is reduced one step, to a minimum of Slow.
Major
One of your bones is badly broken, and is either resting at an odd angle, protruding through the flesh, or pushing into your internal organs. It will not heal properly without medical attention. The effects of a major break are more severe, and make the body part almost unusable.
- Head (Eyes): Your orbital bone is shattered, causing severe swelling and loss of vision. You have Disadvantage on Awareness (Sight) Tests and can’t see out of the injured eye.
- Head (Nose): Your nose is completely shattered. You have no sense of smell.
- Head (Jaw): Your jaw is ruined. You can not speak and will need to survive on a liquid diet for a few weeks.
- Torso: You have suffered internal damage, leading to an almost total loss of mobility. You must make a Challenging (+0) Fortitude (Pain)Test when attempting any physical activity. On a failure, you are Incapacitated. You can’t attempt any other physical activity until the next day, or until you are treated with a Challenging (+0) Medicae Test. On a success, you can attempt the activity, but have Disadvantage on the Test.
- Arms: The arm is completely unusable and you must use your other hand. You have Disadvantage on all Tests that require the use of two hands, and can’t wield weapons with the Two-handed Trait. If you suffer a broken hand, you can still strap a shield to your arm but otherwise suffer the same penalties.
- Legs: As Minor Break. Additionally, the minimum Difficulty of Tests relying on mobility is Hard (−20).
Healing
A Minor Broken Bone will heal naturally after 30 + 1d10 days. After this time, you must make a Routine (+20) Fortitude Test to see if the bone has set correctly. If you fail, you suffer the following permanent effects:
- Head (Eye): −5 to Awareness (Sight) Tests.
- Head (Jaw): −5 to Rapport Tests and Tests that rely on speech.
- Head (Nose): −5 to Awareness (Smell) Tests.
- Torso: −5 to Strength and Agility Tests.
- Arms: −5 on all Tests using the arm.
- Legs: −5 on Tests that rely on mobility, such as Reflexes and Athletics Tests.
A Routine (+20) Medicae Test within one week of suffering a break negates the need for the Fortitude Test, but the affected area must remain bound and held in place for the duration (it is effectively Amputated, see below). If the binding is undone, another Routine (+20) Medicae Test must be enacted within one day to rebind the bone and avoid the Fortitude Test.
A Major Broken Bone takes 40 + 2d10 days to heal. Otherwise, it follows the same rules for a Minor break, but the penalties increase to −10, and the associated Tests are Challenging (+0).