Injuries are taken to avoid damage, but have a great cost of their own. Should a character take an injury, they first suffer a round of shock, meaning they lose the rest of the round in which they suffered the Injury, even if they have yet to act. Furthermore, they cannot return to combat until they succeed at a Resolve or Brawn roll. The player may chose which they roll, but they may only roll one each round, before their turn in the round.

There are two types of Injuries, separated by severity: Moderate Injuries and Severe Injuries. Moderate Injuries reduce the damage of an incoming successful attack by 6. Moderate injuries are often non-permanent, but may deeply hinder a character for weeks or even months.

Some moderate injuries will indicate a measure of time in which they can be healed. Roll 2D6 (which can explode) to determine how many Hours, Days or Weeks must pass before the injury is healed.

If one receives proper hospitalization, they many roll an additional D6 and select the two lowest dice to “keep”. This can stack with the Bounce Back merit, in which case one would roll 4D6 and keep 2 to determine time needed to heal.

Severe Injuries eliminate all the damage of an incoming attack. Severe Injuries are always permanent in nature and almost always quite grievous.

Subsequent injuries acquired in the same fight have lessened effects. The second moderate injury in a short span only reduces incoming damage of a single attack by 3. The second severe injury in a short span only reduces incoming damage of a single attack by 6.
One cannot suffer a 3rd injury of the same type in a short span of time without dying.

Elements of Combat
Basic Complications
Melee Complications
Firearms Complications
Moderate Injuries
Moderate Injuries Table
Severe Injuries
Severe Injuries Table

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