When characters are seriously hurt in combat they risk suffering lingering injuries. These are penalties that linger for several encounter (or even days) until the character can recover.
Injuries are intended to reduce the risk of actual death, while keeping serious consequences for loosing a fight. You can still die, but you are more likely to end up unconscious with a broken arm.
Injuries are represented by cards. When you receive an injury you draw a card from the deck. Each card has a minor and a major effect depending on how bad the injury is.
You can have more than one injury at once, but you can only earn one injury per encounter. If you draw two of the same minor injury, it instead becomes a major injury. If you draw an injury you already have and cannot incrense the severity, discard the duplicate card and draw a replacement.
You gain injuries in the following ways (only the most severe applies):
1) If you drop below 1 hit point during an encounter you roll a saving throw at the end of the combat. If you fail you gain a minor injury. If you drop below 1 hit point more than once, you still only make one saving throw.
2) If you fail a death saving throw during an encounter, you automatically gain a minor injury at the end of the encounter.
3) If you fail all of your death saving throws for the encounter (usualy three), you automatically gain a major injury at the end of the encounter. You remain unconscious for the rest of the combat and cannot be revived. At the end of the encounter you regain consciousness and have 1 hit point.
4 A) If you are reduced to a negative hp value equal to or greater than your bloodied value and have no injuries you can make a saving throw. If you pass you gain a major injury at the end of the combat. You remain unconscious for the rest of the combat and cannot be revived. At the end of the encounter you regain consciousness and have 1 hit point. If you fail, you die.
4 B) If you are reduced to a negative hp value equal to or greater than your bloodied value and have an injury, you die.
As a free action, a character can attempt to overcome an injury during combat. You can only attempt to overcome one injury at a time. The character makes a Constitution or Charisma check.
If the injury is minor, the character must succeed at an easy DC. If they do so they ignore the effect of that injury until the start of their next turn. You can repeat this check against a medium DC the next round, and a hard DC on the round after that. You cannot overcome the injury any further than three rounds. Once you fail a check you cannot attempt to overcome that injury again for the rest of the encounter.
If the injury is major, the character must succeed at a medium DC. If they do so they treat the injury as if it were minor until the start of their next turn. You can repeat this check against a hard DC on the next round. You cannot overcome any further than two rounds. Once you fail a check you cannot attempt to overcome that injury again for the rest of the encounter.
Recovering from Injuries
During an extended rest you can attempt to recover from an injury. You make an Endurance check for each injury you have and compare it to a Moderate DC. If you succeeed, a major injury becomes a minor injury or a minor injury is removed.
A character with training in Heal can help an injured character recover from an injury. Each character can only treat one character during an extended rest, and cannot treat him/herself. Follow the rules for aiding another, making a separate check for each injury.
The remove affliction ritual can be used to remove an injury. The penalty on the Heal check is equal to the target’s level for minor injuries, and the target’s level +5 for major injuries.
Even when healed by magic injuries almost always leave behind a scar, a mark of bravery or foolishness.