Damage & Wounds
Hit Locations
Every character has seven hit locations, each with its own Hit Points and armor:
| d20 Roll | Location | Typical HP* |
|---|---|---|
| 1-3 | Right Leg | 5 |
| 4-6 | Left Leg | 5 |
| 7-9 | Abdomen | 6 |
| 10-12 | Chest | 7 |
| 13-15 | Right Arm | 4 |
| 16-18 | Left Arm | 4 |
| 19-20 | Head | 5 |
*HP varies by character (based on SIZ and CON)
Taking Damage
When hit:
- Roll damage for the weapon
- Subtract armor points (AP) from damage
- Apply remaining damage to the hit location
- Check wound severity
Wound Severity
- No Wound: Location still has HP remaining
- Serious Wound: Location reduced to 0 HP or below
- Major Wound: Location at negative HP equal to its starting value
Wound Effects
Serious Wound
- Location is incapacitated (limb useless, torso/head causes shock)
- Endurance roll or suffer immediate penalties
- Bleeding: Lose 1 HP per round from location until treated
Major Wound
- Devastating injury (limb severed, organ damage, skull fracture)
- Character may be dying or unconscious
- Immediate Endurance roll at -20% or fall unconscious
- Requires advanced medical care
Location-Specific Effects
Limb (Arm/Leg):
- Serious: Limb unusable
- Major: Limb severed or shattered
Abdomen/Chest:
- Serious: Winded, -2 to all actions
- Major: Internal bleeding, dying
Head:
- Serious: Stunned, -4 to all actions
- Major: Unconscious, potentially fatal
First Aid & Healing
First Aid
- Skill roll to stabilize bleeding and wounds
- Success: Stops bleeding, +1d3 HP to location
- Takes 1d3 minutes
Natural Healing
- Healing Rate: CON / 5 HP per week
- Serious wounds require medical care before healing
- Major wounds take months to heal (if they heal at all)
Magical Healing
If magic is present in your game, healing spells can accelerate recovery.
Full Rules: Mythras Imperative PDF — Damage & Wounds chapter