​HEALTH AND WELLNESS

HEALING AND RECOVERY

HP can be recovered by taking a few minutes to rest in a safe place. This is enough time to catch your breath, steel your nerves, take a swig of water, or have a small bite to eat. However, if the horrors are still around this leaves the Investigators exposed, as a safe place will not always remain so.

Attribute loss is more severe, requiring a week of rest with medical intervention to recover. Some extenuating circumstances may expedite this process such as metaphysical means (see Rituals), experimental procedures, or consuming strange green plants.

Wounds can be cleared from an Inventory Slot once appropriate medical attention has been received and they are no longer an active threat to an Investigator. However, be mindful of the narrative implications of any lingering scars. See Recovery for more details.

DEPRIVATION AND FATIGUE

An Investigator deprived of a crucial need such as food, water, or rest is unable to recover HP or Attributes through rest, taking on the Deprived status. Being Deprived for longer than 24 hours fills an Inventory Slot with the Fatigue condition, with an additional slot filled for every 24 hours afterward until crucial needs are met. Each instance of Fatigue requires suitable recuperation to remove.

The Fatigue condition may also be gained through narrative means from enemies, or as the consequences of strenuous actions (ex: using certain Rituals, Resonant Artifacts, an extended hike, etc.).

WOUNDS

When an Investigator takes Critical Damage, they receive a Wound, which consumes an Inventory Slot. If the location and severity are not obvious, roll d12 to determine the location and d8 to determine the severity relative to the type of damage received. Reconcile any conflicts with location and severity by using the more severe option.

Alternatively, use Attribute loss to determine severity using the result on the severity table that corresponds with the incoming Attribute loss that caused the Wound. Multiple instances should be cumulatively worse and take the total Attribute loss from maximum when determining the new Wound.

Severity acts as a reference point, with Flesh Wounds being temporary, Minor and Major Injuries having lasting effects that require medical treatment/mitigation, and Lethal Wounds requiring immediate response. Flesh Wounds and certain Minor Injuries can be healed with a short rest, basic first aid, or time. Other Minor Injuries, Major Injuries, and Lethal Wounds require immediate intervention to stabilize, and need medication attention to fully address.

EXAMPLES OF WOUNDS

  • GUNSHOT: gunshots, fast moving projectiles that enter (and sometimes exit)
  • SLASHING/STABBING: all things that cut and sever
  • CRUSHING/BLUDGEONING: fists, bricks, bats, slams that cause blunt force trauma
  • BURN: fires or chemicals that bubble, burn, and melt
  • GORE: damage from brutal or gruesome monsters

LOCATION

*Here’s a d12 version
d12 LOCATION
Use the following table to determine the location of damage/Wounds

  1. Head
  2. Face
  3. Throat
  4. Chest
  5. Back
  6. Shoulder
  7. Arm
  8. Hands
  9. Stomach
  10. Leg
  11. Knee
  12. Foot

Use the following table to determine the location of damage/Wounds

  1. Head
  2. Face
  3. Ears
  4. Mouth
  5. Lips
  6. Cheek
  7. Eyes
  8. Nose
  9. Chin
  10. Scalp
  11. Throat
  12. Chest
  13. Collar bone
  14. Back (upper)
  15. Back (lower)
  16. Spine
  17. Shoulder
  18. Bicep
  19. Arm
  20. Forearm
  21. Elbow
  22. Wrist
  23. Hand
  24. Fingers
  25. Palm
  26. Fingernails
  27. Knuckles
  28. Stomach
  29. Groin
  30. Hip
  31. Thigh
  32. Leg
  33. Knee
  34. Calf
  35. Shins
  36. Achilles
  37. Ankle
  38. Foot
  39. Heel
  40. Soles of feet
  41. Toes
  42. Butt
  43. Kidneys
  44. Heart
  45. Lungs
  46. Intestines

WOUND TABLE

  SEVERITY GUNSHOT SLASHING/ STABBING / BITING CRUSHING/ BLUDGEONING BURNING GORE
1 Flesh Wounds Graze Shallow Cut Knocked over Singed Retching
2 Minor Injury Through-and- Through Cut or Laceration Massive Bruising Peeling Laceration
3 Minor Injury Bullet Remains Inside Stabbed Sprained (extremity) Blistering Mangled (fingers)
4 Minor Injury Bone Fracture (extremity) Slashed Dislocated Shoulder Large Burn Flayed (partially)
5 Major Injury Major Injury Internal Bleeding Severed (fingers) Concussion 3rd Degree Burns Severed (hand or foot)
6 Major Injury Major Injury Bone Fracture (chest) Severed (hand) Broken (collar bone) Still on Fire (extremity) Severed (limb)
7 Major Injury Major Injury Gushing Artery Severed (limb) Broken (Arm, leg, hand) Flesh Sloughed Off Impaled
8 Lethal Wounds Massive Hole Throat Slit Split Open (Skull) Engulfed Disemboweled


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Liminal Horror is developed by Gobin Archives, Josh Domanski, and Zach Hazard Vaupen