
Injury System
Injuries represent the lasting consequences of Surviving after falling in battle. When a player chooses to Survive, and the narrative doesn’t provide a natural consequence, the Game Master may impose an injury. These injuries reflect the physical and psychological toll of near-death experiences, creating opportunities for storytelling, character development, and tactical challenges.
Injury Duration: The duration of an injury depends on how many times a character has Survived the same encounter. The more a character pushes their body beyond its limits, the longer the injury lasts.
First Survival: Injury lasts 1d4 rests.
Second Survival (Same Encounter): Injury lasts 2 × (1d4 rests).
Third Survival (Same Encounter): Injury lasts 3 × (1d4 rests).
Example: If a character Survives twice in the same battle, they might suffer a Sprained Ankle that initially lasted 3 rests (1d4 result). Since they Survived twice, it now lasts 6 rests (3 × 2 days).
Stacking Injuries: If a character Survives multiple times in the same encounter, their injury duration is extended as described above. However, if the circumstances justify it, they may suffer multiple injuries affecting different capacities.
Same Injury Extended: A character who Survives twice in one battle does not gain two separate "Sprained Ankles." Instead, their existing Sprained Ankle duration is doubled.
Multiple Injuries: If the circumstances justify it, they may receive different injuries.
Example: A character takes a brutal fall and then gets slashed by a Reaper’s talon. They may suffer:
Sprained Ankle (Speed -2).
Deep Laceration (Disadvantage on Endure checks).
In this case, they must recover from both injuries separately.
Recovering from Injuries:
Natural Recovery: Injuries heal after the specified rest duration has elapsed. No additional rolls are needed unless the Game Master introduces complications.
Medical Assistance: Players can accelerate recovery using specialized treatment
Stitcher Assistance: A party member with the appropriate Stitcher powers can reduce the required rests by 1 per day spent treating the injury.
Example: A character with 3 rests needs only 2 rests after a day with a Stitcher.
Purchase Accelerated Healing Services: In major settlements (Nexus City, medical facilities, and corporate labs), players can pay for accelerated healing using Exaltium-infused medical technology.
Players can reduce the remaining days to recover an injury by 1 day per Wealth Point spent
This service is only available in major locations and may require faction standing or additional favors.
Illegal clinics may heal criminals or outcasts—at higher costs or risks.
Type of Injuries: Item descripInjuries impose disadvantages or other penalties based on severity and type. The impact is narrative-driven and affects a single capacity.
Common Injury Effects:
Disadvantage on a Capacity Check: A Burned Hand might impose disadvantage on Attack or Navigate checks that require dexterity.
Reduced Speed: Leg injuries (sprains, fractures) reduce movement speed by 2 spaces.
Temporary Life Point Reduction: Illnesses or internal injuries might reduce max Life Points by 3 until healed.
Below are pre-generated tables of expected injuries and their effects. This list is not all-encompassing but serves as a guide for structuring injuries.
Endure Injuries: These injuries make it harder to withstand physical strain, pain, or environmental hazards. While suffering from these injuries, you gain a stack of disadvantage on Endure checks.
Navigate Injuries: These injuries hinder mobility, reflexes, or body coordination. While suffering from these injuries, you gain a stack of disadvantage on Navigate checks.
Influence Injuries: These injuries affect communication, confidence, and presence. While suffering from these injuries, you gain a stack of disadvantage on Influence checks.
Glean Injuries: These injuries affect perception, awareness, and intelligence-based actions. While suffering from these injuries, you gain a stack of disadvantage on Glean checks.
Manifest Injuries: These injuries represent mental and emotional scars that interfere with a character’s ability to manifest their powers. While suffering from these injuries, you gain a stack of disadvantage on Manifest checks.
Attack Injuries: These injuries make it harder to fight effectively. While suffering from these injuries, you gain a stack of disadvantage on Attack checks.
Speed Injuries: These injuries directly impact how far a character can move. While suffering from these injuries, your speed is reduced by 2 spaces to a minimum of 1.
Armor-Restrictive Injuries: These injuries make armor unbearable to wear due to pain or physical limitations. While suffering from these injuries, if you wear armor of any kind, you have disadvantage on all capacity checks.