OPTIONAL RULE: TAKING AN INJURY TO PRESS ON
A character who has suffered the Near-Death condition may choose to forgo recovery time by accepting a lasting injury.
This choice must be made immediately after being stabilized or healed above 0 hp, before rest or shrine recovery.
The Choice
Instead of enduring the Near-Death penalties and recovery requirements, the player may:
Roll once on the Injury Table.
If they do:
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The Near-Death condition ends immediately
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All Near-Death penalties are removed
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The character may act normally as soon as they are conscious
The injury persists until healed or removed.
INJURY TABLE (1d8)
| d8 | Injury | Effect |
|---|---|---|
| 1 | Cracked ribs | –2 to Strength-based checks and melee damage |
| 2 | Limp | Movement reduced by 25% |
| 3 | Mangled hand | –2 to attack rolls with one-handed weapons |
| 4 | Head wound | –1 to all saving throws |
| 5 | Internal injury | Maximum hp reduced by 25% |
| 6 | Scarred nerve | –2 to Dexterity-based checks |
| 7 | Concussion | Cannot cast spells above 2nd level |
| 8 | Deep scar | No mechanical effect, but unmistakable |
Injury Duration
An injury lasts until one of the following occurs:
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Magical healing of sufficient power (Referee’s discretion, typically Cure Serious Wounds or better)
-
One full week of rest in a safe settlement or prepared temple
-
Specific narrative treatment appropriate to the injury
Multiple injuries stack.
Limits
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A character may only take one injury per Near-Death event
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If a character already has an unresolved injury, they must take recovery instead
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Injuries cannot be ignored or “worked around”