Major BLOOD Fallout (1d7)

1d7 Result Result

1

ARTERIAL WOUND

As BLEEDING, but you mark D6 stress at the end of every situation. [Ongoing]

2

BLINDED

You can’t see, or can see so little that you might as well be blind. It might be permanent. Any task involving vision (so, most of them) becomes Dangerous. [Ongoing]

3

BROKEN ARM

Your arm breaks under the strain, and splintered bone juts up through your skin. You can’t use the arm until it heals, which will make some tasks Risky or Dangerous, and others impossible. This fallout can be downgraded to or upgraded from BATTERED. [Ongoing]

4

BROKEN LEG

Your leg bones splinter and crack. Any action involving the leg (climbing, moving above a crawl) automatically fails. This fallout can be downgraded to or upgraded from LIMPING. [Ongoing]

5

CRITICAL INJURY

You take a hit somewhere vital. The GM picks a skill you have access to and you no longer have access to that skill. For example, a hit to your sword-arm could remove Kill; an eye injury could remove Discern; ripped tendons in your fingers could remove Mend. [Ongoing]

6

DOWNED

You can’t move under your own power and you’re barely clinging on to consciousness. You can be moved around by others, but without medical attention, you’re not going anywhere. Can be upgraded to DYING. [Ongoing]

7

EXHAUSTED

You can’t go on; if you push your‐ self any harder you’re going to pass out. Stop now, or convince someone else to carry you the rest of the way. Alternatively, make one more action and then fall unconscious once the roll is resolved. [Immediate, Ongoing]