Forbidden Lands Players Handbook
CRITICAL INJURIES – BLUNT FORCED66 INJURY LETHAL TIME LIMIT EFFECTS DURING HEALING HEALINGTIME11–12 Stunned No – None –13–14 Breathless No – None –15–16 Concussion No – –2 to SCOUTING. D621–22 Broken nose No – –1 to MANIPULATE. D623–24 Broken fingers No – Two-handed weapons D6can’t be used.25–26 Broken toes No – To RUN becomes a slow D6action.31–33 Knocked out No – –1 to MANIPULATE. D6teeth34–36 Groin hit No – 1 point of damage sufferedD6at every MOVE orMELEE roll.41–43 Broken ribs No – –2 to MOVE and MELEE. 2D644–45 Broken arm No – Two-handed weaponscan’t be used.46–51 Broken leg No – To RUN becomes a slowaction.52–53 Gouged eye No – –2 to MARKSMANSHIP andSCOUTING.54–55 Crushed foot Yes D6 days To RUN becomes a slowaction.56–61 Crushed elbow Yes D6 days Two-handed weaponscan’t be used.62–63 Crushed knee Yes D6 days To RUN becomes a slowaction.64 Broken neck No – Paralyzed from the neckdown. If not HEALED intime, the effect is permament.65–66 Crushed skull Yes – Your adventure and yourlife end here.2D62D62D63D6PermanentPermanent3D6–197critical injuries
CRITICAL INJURIES – STAB WOUNDSD66 INJURY LETHAL TIME LIMIT EFFECTS DURING HEALING HEALINGTIME11–13 Pierced ear No – None –14–16 Skewered foot To RUN becomes aslow action.21–23 Hand runthroughNo – Two-handed weaponscannot be used.24–26 Pierced cheek No – –1 to MANIPULATE. D631–33 Impaled thigh No – To RUN becomes a 2D6slow action.34 Severed tendon No – To RUN becomes a 3D6slow action.35–41 Impaled No – Two-handed weapons2D6shouldercannot be used.42–43 Pierced eye No – –2 to MARKSMANSHIP, 2D6and SCOUTING44–45 Skewered groin No – 1 point of damage 2D6suffered at everyMOVE or MELEE roll.46–51 Punctured lung Yes D6 days –2 to ENDURANCE andMOVE.D652–54 Bleeding gut Yes D6 hours 1 point of damage ateach roll for MIGHT,55–56 Rupturedintestines61 Severed armartery62 Severed legarteryMOVE and MELEE.Yes D6 hours Disease withVirulence 6.Yes, –1Yes, –1D6minutesD6minutesTwo-handed weaponscannot be used.To RUN becomes aslow action.D6D6D62D663 Impaled neck Yes, –1 D6 turns –2 to ENDURANCE 2D664 Skewered skull Yes – You die at once. –65–66 Pierced heart Yes – Your heart beats forthe last time.–D6D6198critical injuries
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CRITICAL INJURIES – BLUNT FORCE
D66 INJURY LETHAL TIME LIMIT EFFECTS DURING HEALING HEALING
TIME
11–12 Stunned No – None –
13–14 Breathless No – None –
15–16 Concussion No – –2 to SCOUTING. D6
21–22 Broken nose No – –1 to MANIPULATE. D6
23–24 Broken fingers No – Two-handed weapons D6
can’t be used.
25–26 Broken toes No – To RUN becomes a slow D6
action.
31–33 Knocked out No – –1 to MANIPULATE. D6
teeth
34–36 Groin hit No – 1 point of damage suffered
D6
at every MOVE or
MELEE roll.
41–43 Broken ribs No – –2 to MOVE and MELEE. 2D6
44–45 Broken arm No – Two-handed weapons
can’t be used.
46–51 Broken leg No – To RUN becomes a slow
action.
52–53 Gouged eye No – –2 to MARKSMANSHIP and
SCOUTING.
54–55 Crushed foot Yes D6 days To RUN becomes a slow
action.
56–61 Crushed elbow Yes D6 days Two-handed weapons
can’t be used.
62–63 Crushed knee Yes D6 days To RUN becomes a slow
action.
64 Broken neck No – Paralyzed from the neck
down. If not HEALED in
time, the effect is permament.
65–66 Crushed skull Yes – Your adventure and your
life end here.
2D6
2D6
2D6
3D6
Permanent
Permanent
3D6
–
197
critical injuries