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| 1 | >[Injuries] | |
| 2 | - | Some Castes have larger Injury Tables than others due to Genetic Permutations. Please roll for the Relevant Injury Modifier for your Character. Negative Roll Modifiers to the current fight can stack with each other (Blindness in one eye + stab wound = -2 for current fight) but cannot stack together with injuries of the same type unless otherwise stated (stab wound + stab wound does NOT = -2). If one person rolls the same outcome twice, they do not receive an additional Negative Modifier but will take visible damage. |
| 2 | + | Players who have the Casual Role are NOT REQUIRED to utilize this Injury Table if they don't want to, but Players who have the PvP Role who are having a Light Spar are Required to use the Relevant Injury Dice. |
| 3 | ||
| 4 | - | ALL of these injuries MUST be documented in profiles under 'Additional' following the Fight. |
| 4 | + | While none of the Injuries on this Table will result from Death, they are set up to assist in Storytelling and to make Combat more random/fun for the Players! There will be Two Tables in this doc: True Casual and Chaotic Casual. |
| 5 | ||
| 6 | - | (General: 1d10) |
| 6 | + | True Casual will NOT result in lasting damage, but may result in things like Bruises, Scrapes, and Pulled Muscles. |
| 7 | - | 1: You receive deep scratches; one of them scars (scarring beneath neck level) and you are required to take medication. |
| 7 | + | |
| 8 | - | 2. You receive a scratch on the face which leaves a scar and are required to take medication for your other injuries. |
| 8 | + | Chaotic Casual may result in things such as Missing Teeth, Broken Bones, and lacerations that require stitches. If an Injury leaves a scar, please note it in the 'Additional' section of the Character's Profile. |
| 9 | - | 3. One of your horns is broken in two. (If both horns are previously broken or opponent is Human, Reroll). |
| 9 | + | |
| 10 | - | 4. You sustain an eye injury which forces you to wear glasses for the rest of your life. |
| 10 | + | (True Casual: 1d5) |
| 11 | - | 5. Your hair is ripped out, forcing you to crop it short. If you do not have long hair or are bald, your scalp is clawed with sharp, troll talons, leaving residual scarring and causing one streak to grow back as albinistic due to follicle death/stress. |
| 11 | + | 1: You receive a punch to the face while leaves you with a black eye for 2 IRL Days. |
| 12 | - | 6. A swiping attack means that you go blind in one eye--it is visibly injured. (Results in a -1 for the rest of the fight.) |
| 12 | + | 2. You stumble and scrape your knee while fighting. |
| 13 | - | 6a) If you receive this wound twice, you will go blind for the rest of the battle and it will result in an additional -2.) |
| 13 | + | 3. Deflecting a hit, you pull the muscles in your shoulder from the force of the blow. It will take 2 IRL days to heal. |
| 14 | - | 7. A stab wound that pierces through your shoulder. Leaves scarring. (Results in a -1 for the rest of the fight.) |
| 14 | + | 4. You manage to hurt your own hand while fighting somehow. Your hand will be stiff for a while |
| 15 | - | 8. A stab wound which pierces your chest (non-lethal). Leaves scarring. (Results in a -1 for the rest of the fight.) |
| 15 | + | 5. You take a hit somewhere on your body and it leaves a nasty bruise for 2 IRL days. |
| 16 | - | 9. Broken jaw. You must remain in the hospital, ICly, for three IRL days. (Result in a -1 for the rest of the fight.) |
| 16 | + | |
| 17 | - | 10. You lose a limb. Though it may be replaced later by a metallic limb which has sensation and works roughly as well as your old limb, you've lost a part of your body that you can never get back. (Results in a -1 for the rest of the fight.) |
| 17 | + | (Chaotic Casual: 1d12) |
| 18 | 6. You take a hit to your mouth, knocking out one of your teeth. (Note which Tooth) | |
| 19 | - | (Humans: 1d11) |
| 19 | + | 7. You misstep while fighting and get struck in the ribs. One of your ribs Cracks and will take 5 IRL days to stop hurting. |
| 20 | - | 11. Sustaining an injury to your head has left you with the ability to hear the whisperings of Horrific Things just beyond the Veil. You gain the ability to commune with Horrorterrors. |
| 20 | + | 8. Something catches you while fighting and leaves a deep cut on your arm. You may need stitches. (Will leave a Scar) |
| 21 | 9. Something catches you while fighting and leaves a deep cut on your face. You may need stitches. (Will leave a Scar) | |
| 22 | - | (Rustbloods: 1d11) |
| 22 | + | 10. The next strike you take is in just such a place as to snap the bone in your arm completely. You will be in a cast for 10 IRL days. |
| 23 | - | 11. Due to your near-death experience and your life flashing before your eyes, you gain the ability to commune with spirits. |
| 23 | + | 11. You take a strike to your ankle and roll it. You are unable to walk on that leg for the next 5 IRL days. |
| 24 | 12. During combat your leg gets injured. The smaller of the bones in your calf snaps (fibula) and you will need a cast for 10 IRL days. |