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
- Head
- Face
- Throat
- Chest
- Back
- Shoulder
- Arm
- Hands
- Stomach
- Leg
- Knee
- Foot
Use the following table to determine the location of damage/Wounds
- Head
- Face
- Ears
- Mouth
- Lips
- Cheek
- Eyes
- Nose
- Chin
- Scalp
- Throat
- Chest
- Collar bone
- Back (upper)
- Back (lower)
- Spine
- Shoulder
- Bicep
- Arm
- Forearm
- Elbow
- Wrist
- Hand
- Fingers
- Palm
- Fingernails
- Knuckles
- Stomach
- Groin
- Hip
- Thigh
- Leg
- Knee
- Calf
- Shins
- Achilles
- Ankle
- Foot
- Heel
- Soles of feet
- Toes
- Butt
- Kidneys
- Heart
- Lungs
- 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 |