d20 | Result |
---|---|
1 |
Ears Ringing: Deafened until rested. |
2 |
Winded: Become fatigued. |
3 |
Seeing Double: Penalty to ranged attacks for remainder of encounter. |
4 |
Black Eye: Penalty to ranged attacks and persuasion for d6 days. |
5 |
Punch Drunk: Increased chance of critical failures for remainder of encounter. |
6 |
Stunned: Drop any held items, become defenseless, and lose next turn. |
7 |
Bleeding Badly: Lose hit points each round until bandaged. |
8 |
Badly Bruised: Double all damage taken until rested. |
9 |
Head Trauma: Lose a random ability until rested. |
10 |
Blood in Eyes: Blinded for remainder of encounter. |
11 |
Busted Arm: Can't use arm until healed. |
12 |
Busted Leg: Movement halved until healed. |
13 |
Going Dark: Fall unconscious after the encounter ends. |
14 |
Internal Bleeding: Lose hit points after the encounter ends. |
15 |
Busted Rib: Take damage when moving or taking any physical action. Lasts until healed. |
16 |
Busted Jaw: Can't speak until healed. |
17 |
Disfigured: Permanent penalty to persuasion, but bonus to intimidation. |
18 |
Festering Wound: Reduce maximum hit points each day until healed. |
19 |
Out Cold: Immediately knocked out. |
20 |
Guttered: Incapacitated for remainder of encounter. Death after encounter unless healed. |