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The Hollow · The Investigator

Quick Reference

Everything you need to keep the game moving.

Difficulty Bands

Throughout The Hollow, difficulty is written as a band followed by that many Trial dice . A range (for example, Average–Severe) means the GM sets the difficulty within those bands based on conditions.

Band Trial Dice
Easy
Average
Hard
Severe
Extreme

A Trial die may be upgraded to a Crisis die (d12) for especially volatile situations. See the Exodus NDS Core Rules.

Character Creation: The Hollow Steps

(Chapter Three)

  1. Assign Characteristics: all begin at 2; free +1/–1 swap; maximum 4 at creation
  2. Choose Background: grants 4 Universal profession skills
  3. Choose Career: grants 3 Discipline profession skills (one may be Restricted)
  4. Choose Faction (or AO): faction membership grants faction profession skills, passive, starting talent option, starting gear, and access to 3 Hard-Gated Authority skills; OR choose an Associated Organization (GM approval; see Associated Organization Charter Traits below for AO membership rules)
  5. Spend Starting XP (110 XP): skills, talents, Magical Tier Access; one profession skill may begin at rank 3
  6. Record Derived Values: WP (10+Might), SP (10+Willpower), Resistance (½ Might, round up), Composure Initiative (Willpower + Composure), Corruption Track (starts 0), Magical Tier Access (record tier purchased, if any)
  7. Record Awakened Blood: automatic; no cost; all PCs perceive the supernatural without Merciful Dissonance
  8. Passion (Watchfires only): declare Passion; applies to Passion mechanic throughout play

XP Costs: Skills

(Chapter Three, Chapter Five)

Rank Profession Out-of-Profession Restricted, Out-of-Profession
1 5 XP 10 XP 10 XP
2 10 XP 15 XP 20 XP
3 15 XP 20 XP 30 XP
4 20 XP 25 XP 40 XP
5 25 XP 30 XP 50 XP

Restricted Discipline Skills (Deliverance, Containment, Forbidden Rites) are profession skills only if a Background, Career, or Faction grants them. Taken otherwise they need GM approval, use the restricted track above, and add 1 Bane die to every check made out of profession.

XP Costs: Talents

(Chapter Six)

The Hollow doubles the Exodus NDS core talent rates. Out-of-profession access costs 10 XP more per tier.

Tier In-Profession Out-of-Profession
1 10 XP 20 XP
2 20 XP 30 XP
3 30 XP 40 XP
4 40 XP 50 XP
5 50 XP 60 XP

Talents are bought in tier order within a tree. Magical trees use in-profession rates; see Magical Tier Access below for the WP cost that gates them. Corruption Talents are priced by threshold rather than tree order: 2+/3+/5+/7+/9+ cost 10/20/30/40/50 XP, always in-profession, plus 1 Corruption on first access.

Wound Escalation Scale

(Chapter Two, Chapter Ten)

Stage Name What It Means
1 Cold Shard Ambient wrongness; detectable by Awakened Blood; no active phenomena
2 Waking Shard Consistent detectable phenomena; emotional intrusion; Strain risk with extended exposure
3 Open Wound Active spiritual hostility; Strain effects in proximity; entity activity increases
4 Weeping Wound Serious harm risk; MD breaks down for extended witnesses; structural or biological damage to area
5 Breach Catastrophic; separation between physical world and what's behind the Wound is structurally compromised

Escalation triggers (event-driven only): Blood letting in ritual context; human sacrifice; completion of a dark rite; significant moral failure of genuine spiritual authority at the site.

De-escalation: Address the anchor condition; sustained consecrated presence; Spirit Banishment Breakthrough result.

Corruption Track

(Chapter Eight)

Level State Effects
0–1 Clean No spiritual markers
2–4 Marked Corruption Talents available to purchase (threshold sets tier: 2+/3+/5+/7+/9+ = Tier 1–5 = 10/20/30/40/50 XP, +1 Corruption on first access); spiritually sensitive entities detect the marking
5–6 Stained Holy authority diminished (see Holy Power and Sanctity, below)
7–8 Tainted Angels avoid; holy spaces may react; holy authority severely diminished (see Holy Power and Sanctity, below)
9–10 Compromised Holy authority suspended (see Holy Power and Sanctity, below); high-order infernal interest

Common Corruption gains: Devil deal (see Devil Deal Summary); Forbidden Rites (result-driven: Banes and Calamities on the check; see Ch. 8); deliberate infernal ritual (+1 to +3); first access of Corruption Talent (+1 one-time per talent).

Corruption reduction: Sacramental Confession (–1); formal faction accountability (–1); significant restitution act (–1); spiritual retreat full session (–1). Maximum –1 per week in-fiction.

Body manifestations: Trace (2+): tells, no regular benefit; Marked (2+): narrow benefit + minor cost; Stained (5+): reliable benefit or natural weapon + visible drawback; Tainted (7+): strong benefit + serious drawback; Compromised (9+): major capability + infernal attention.

Manifestation examples: Night Eyes ignore darkness Bane but suffer under intense holy light; Grave Nails create concealed 1 WD claws but penalize delicate care; Maul Hand adds Might for force and 2 WD unarmed strikes but cannot open; Hell-Lit Eyes reveal infernal marks but notify nearby devils.

Faction Passives

(Chapter Four)

Faction Passive Name Effect
Order of Mercy Rite of Office +1 Boon on sanctioned rites; +2 Boon if ordained + Sacraments; lay Order members supporting an active sanctioned rite add +1 Boon to their supporting checks
Watchfires Passion Suffer Strain after seeing a roll to add successes; see Passion section below
Directorate Vesper Deniable Operation Once per session: declare one plausible operational advantage already in place
Lyncean Office Impossible Evidence Once per scene, after successful investigative check on a supernatural case: ask "what does the mundane explanation fail to explain?"
Latchkey Archive Do Not Touch That First examination of active/unstable object: success reveals one handling rule, trigger, or danger
Black Road Kill It Right May act on a suspected weakness as if confirmed; see Entity Tier Reference for the weakness mechanic
Lantern Index The Older Version Once per scene, after successful knowledge check on current supernatural subject: ask "what did the oldest source get right that later sources got wrong?"
Candleless Ugly Solution Once per session: difficulty –1 step using unsanctioned methods; GM introduces narrative complication
Independent Free Association Once per session: +2 Boon dice when lack of allegiance allows movement between resistant groups; designate one faction NPC as Point of Contact per session: call on them once for a personal favor, owe a reciprocal favor in return

Associated Organization Charter Traits

(Chapter Four)

Organization Charter Trait Linked Faction Key Benefit
Sisters of Nursia Individual Authority Order of Mercy Full holy authority; no institutional footprint; no diocesan scrutiny
The Lamed Vav The Weight of Names Lantern Index Auto-identify dybbuks on examination; reach into pre-Christian archive on Research/Dead Languages success
The Neptic Brotherhood The Elder Rite Order of Mercy Orthodox rite at full authority; Eastern Church access; Discernment difficulty –1 step for spiritual assessment
The Kept Survivor's Read Black Road Once per scene: Willpower check (Average ) reveals experiential threat intelligence research cannot reach; automatic if character carries residual marking

AO membership: use linked faction's profession skills and starting gear. Charter Trait replaces faction passive. Hard-gated authority skills require story justification.

Passion — Watchfires Quick Reference

(Chapter Four)

Mechanical benefit: After the dice are rolled and the result is visible, suffer Strain to add successes. The first costs 3 Strain; each further success on the same roll costs 1 more (3 / 4 / 5 / …). You cannot spend past what would incapacitate you. The Righteous Passion talent flattens this to 3 Strain per success. GM adjudicates "in direct service."

Bane die applies to: holy authority checks: Sacraments, Exorcism, Consecration, Deliverance, Righteous Fire (see Chapter Eight). Not combat, history, or unrelated skill checks.

Situation Immediate Strain Max Strain Drop Bane Die Corruption Duration
Ignoring a trigger Minor (GM) Yes, holy authority checks (see Ch. 8) Until situation made right + repentance
Acting against, Greater Good 2–3 –1 Yes None if outcome materializes; 1 if it doesn't Until penance
Acting against, Under Coercion 4–5 (or ¼ max) –2 Yes Minimum 1 Until penance
Acting against, Willful ½ max (rounded down) –3 Yes Minimum 1 (GM may increase) Until penance

Wiggle room (ambiguous situations): Registered before the action; rolled after. Pool: Willpower + Theology (external pressure) or Willpower + Composure (internal decision). GM may add or upgrade dice; player may counter. Success = no violation. Failure = tier consequences. Calamity = elevated tier.

Penance roll: Willpower + Theology. Hard (Greater Good) / Severe (Coercion) / Extreme (Willful). Upgrade one die if Passion's subject was harmed. Once per day. Calamity = skip a day. Narrative act may substitute for roll (GM discretion) or reduce difficulty by –1 step if combined with roll. One act clears both max Strain reduction and Bane die penalty.

Magical Tier Access

(Chapter Three, Chapter Six)

Tier Cost to Unlock This Tier Running Total Max WP Lost Talent Tiers Available
1 –1 WP –1 WP total Magical Tier 1 talents
2 –1 WP –2 WP total Magical Tier 1–2 talents
3 –1 WP –3 WP total Magical Tier 1–3 talents
4 –1 WP –4 WP total Magical Tier 1–4 talents
5 –1 WP –5 WP total All magical talents

Each tier permanently lowers your maximum Wound Points (WP cap) by 1; the running total is the sum of all tiers purchased so far (Tier 4 unlocked means 4 max WP lost, not 4 for that tier alone). This is a permanent reduction of the WP cap, not damage, and it is not recoverable except through specific story events.

Magical Tier Access may be unlocked at character creation or during play. Magical talents are purchased with XP after the relevant tier is unlocked.

Skill prerequisites (magical trees): Exorcism tree requires Deliverance 1+; Spirit Banishment tree requires Discernment 1+; Summoning tree requires Forbidden Rites 1+.

Holy Power and Sanctity

(Chapter Eight)

Fully effective: Corruption below 5; acting within sanctioned office; no recent serious moral breach.

Diminished: Corruption 5–6 (add 2 Bane dice to all holy authority checks); operating outside technical scope but within honest intent.

Severely Diminished: Corruption 7–8 (add 3 Bane dice to all holy authority checks; replaces the 5–6 penalty); command effects unavailable.

Suspended: Corruption 9+ (auto-fail on all holy authority checks); acting in direct bad faith under infernal contract.

Anyone can use a holy item. Consecration effects require Theology 1+. Sacramental effects require ordained status. Command effects require no active devil contracts and Corruption below 7.

Exorcism Procedure Summary

(Chapter Eight)

Stage Check Difficulty
1. Diagnosis Intellect or Willpower + Theology, Discernment, or Perception (highest) Entity's Concealment; +1 step if evidence suppressed or host cooperating
2. Preparation Theology + setup Easy–Hard
3. Binding Willpower + Deliverance vs. entity Willpower (opposed) n/a
4. Confrontation Willpower + Theology or Deliverance; extended (3 successes) Average–Severe
5. Expulsion Willpower + Deliverance By entity tier; see Entity Tier Reference

Entity interference at Stage 4: Bargaining (real offers); Accusation (Composure check Average to maintain focus); Speaking a Name (false information); Escalation (1 Wound to host). Each interference action costs the demon 1 Strain.

Failure condition: 3 failures before 3 successes: exorcism fails; rest and new Stage 2 required before retry.

Spirit Banishment Summary

(Chapter Eight)

Banishment procedure for ghosts and spirits; see Supernatural Type Distinctions below for what each procedure can and cannot address.

Phase Check Purpose
Research Intellect + Research / Dead Languages Understand anchor; +1 Boon per success (max +2) on Phase 3
Communication Willpower + Discernment (opposed vs. Concealment; Mediumship-tree talents apply) Optional; may resolve case without formal banishment
Banishment Willpower + Discernment Easy–Severe; success sends spirit on

Devil Deal Summary

(Chapter Eight)

Acceptance always costs +2 Corruption.

Counter-negotiation: Willpower + Negotiation or Deception, Severe . Success may modify terms; failure leaves original terms on table.

Breaking a contract: Outperform the letter (Willpower + Negotiation Severe to assess feasibility); formal dissolution ritual (Theology 4, Dead Languages 2, extended Severe check); authority override (story event).

Breach without resolution: +1 Corruption per major case.

Corruption 5+: existing contracts bind more firmly; revocation checks become Severe instead of Hard (Chapter Eight).

Boon Spend Options: Combat

(Chapter Seven)

Spend Effect Requirement
+1 WD dealt (ranged) Add 1 Weapon Damage to a successful ranged attack Any ranged attack, no quality required
+1 WD dealt (melee) Add 1 Weapon Damage to a successful melee attack Weapon must have Balanced quality
Positional advantage Establish favorable position; defensive benefit on next incoming attack n/a
Reactive posture Target cannot act offensively on their next turn n/a
Brutal quality trigger Activate weapon's Brutal quality effect Weapon must have Brutal quality
Critical Injury Spend net Boons equal to the weapon's Crit rating (see Weapon Qualities Reference) to inflict a Critical Injury Successful attack

Common spends, not an exhaustive list: Boons may also buy narrative effects per the core Reading Results rules, GM adjudicating. The core spends of Strain recovery and direct condition application (Prone, Disoriented) are not used in The Hollow.

Boon Spend Options: Investigation

(Chapter Ten)

Spend Effect
1 Boon Clue points directly to the next clue
1 Boon Identifies which aspect of mundane explanation this finding contradicts
1 Boon Additional detail beyond base finding
2 Boon Understand how this clue connects to others already found
Breakthrough All available information from this source at this location

Supernatural Type Distinctions

(Chapter Two, Chapter Eight, Chapter Eleven)

Type Origin Addressed By Cannot Be Addressed By
Demon Fallen angel; possesses Exorcism (returns to hell) Banishment; physical weapons (non-corporeal)
Devil Fallen authority; bargains Contract dissolution; authority override Exorcism; banishment
Ghost Unsettled human spirit Banishment or release (address anchor) Exorcism
Spirit Non-human; between-spaces Banishment Exorcism
Dybbuk Human soul in a living body Spirit Banishment (dybbuk procedure); Tzror capture Exorcism, causes serious harm
Ibbur Human soul (redemptive) in a living body Reconciliation (if qualified); otherwise dybbuk procedure Exorcism, causes serious harm
Angel Divine messenger Not addressed: forces of the Universe, not adversaries n/a

Merciful Dissonance: see Merciful Dissonance Summary, below.

Wrong-tool consequences (beyond simple failure): Exorcism on a dybbuk or ibbur displaces the soul into free-float, leaves the host open to demonic possession for hours to days (duration by soul tier), and costs the exorcist 1 Corruption. Banishment on a demon opens a purgatory distortion: demon rolls Willpower (Severe/Hard/Average by tier Minor/Significant/Major) to enter purgatory, or on failure attempts to possess the banisher.

Possession Resistance Summary

(Chapter Twelve; PC surfacing in Chapter Eight)

Establishing possession (opposed check):

Roll Pool
Victim Willpower + Composure; add Deliverance rank as bonus dice if aware of the attempt (Deliverance 1+)
Demon Willpower; Possession skill ranks upgrade ability dice to mastery dice

Demon wins by 1+ net success → possession established. Tie → no possession, no cost to either side. Victim wins → attempt fails; demon suffers 1 Strain per net success the victim achieved over it. The demon sees the full pool before committing and may withdraw. Impossible on consecrated ground.

Ongoing control (once possessed): one-sided demon check (Willpower + Possession upgrades) vs. fixed difficulty by escalation step: Step 1 minor drift Automatic; Step 2 social damage Easy ; Step 3 minor criminality Average ; Step 4 serious harm Hard ; Step 5 self-destruction Severe . Conditioning: each successfully forced action becomes 1 step easier on future checks. The victim does not roll; if the demon rushes more than one step up, the victim resists with an opposed Willpower check.

Strain economy: failed possession attempt = 1 Strain per net success against; 2 Strain per bane result on any check; Stage 4 interference cost (see Exorcism Procedure Summary, above). Recovery: Willpower per day; 1 per boon result. Strain 0 = expelled: the demon must attempt a Rushed Possession or it dies (instant death on consecrated ground).

PC surfacing on their turn: Willpower + Deliverance vs. Average (Minor) / Hard (Significant) / Severe (Major); on success: one action or one sentence; the demon spends 1 Strain to reassert control.

Dual possession: Control contest each period: demon Willpower (die quality by tier: Minor all ability , Significant half mastery, Major all mastery ) vs. human soul Willpower (Minor quality unless established otherwise). Losing entity assists investigators in expelling the other; GM reduces check difficulty by 1 step without explanation. After wrong-target expulsion: remaining entity mimics normal host; Discernment Hard to detect.

Pronunciation Guide

(Chapter Eight, Chapter Eleven)

Term Pronunciation Notes
Dybbuk DIH-buk (rhymes with "book") Hebrew: "to cling", harmful human spirit in a living body
Ibbur IH-boor Hebrew: "passing through", redemptive human spirit presence
Tzror tzROH-ror Hebrew: "bundle", a binding vessel for a captured soul
Tzrorim tzROH-reem Plural of Tzror

Weapon Qualities Reference

(Chapter Seven)

Quality Effect
Balanced Permits Boon spend for +1 WD on melee attacks
Brutal Boon spend: +1 WD and the target cannot use Resistance against this hit
Vicious X +X to Critical Injury rolls caused by the weapon
Keen Crit rating 2 instead of the default 3
Crude Crit rating 4 instead of the default 3
Concealed Can be hidden on person without a Subterfuge or Stealth check under normal conditions
Holy Counts as holy; can harm supernatural targets that require holy means; adds 1 Bane die to demonic entities' resistance against this weapon
Blessed Holy and specifically consecrated; adds 1 Boon die to attacks against demonic entities
Silver Confirmed weakness vs. silver-vulnerable creatures: bypasses their Legendary protection; their Resistance is 0 against this weapon
Iron Confirmed weakness vs. iron-vulnerable entities: bypasses their Legendary protection; their Resistance is 0 against this weapon
Limited Ammo X The weapon or magazine can be used X times before it must be reloaded, recharged, or resupplied. Carried by special ammunition only; ordinary ammunition is not tracked
Reliable Calamity results cannot produce equipment failure for this weapon
Loud Significant noise; 1 Bane die to Stealth checks in the area after firing; attracts attention
Two-Handed Requires both hands; cannot be concealed; cannot be used while grappling or restrained
Restricted Legally controlled; possessing without credentials or cause is a criminal offense
Improvised Not designed as a weapon; add 1 Trial die to attack checks; breaks on Calamity

Entity Tier Reference

(Chapter Eleven)

Tier Label Exorcism Stage 5 Difficulty Scale
1 Minor Easy Addressable by prepared investigators
2 Significant Hard Requires coordinated response and research
3 Major Extreme Faction resources, expert practitioners, campaign-level threat

Weakness mechanic: Exploiting a confirmed weakness = +1 Boon die on the relevant action, target's Resistance reduced to 0 for that action, and one Supernatural Defense bypassed. Confirmation requires a successful Research, Monster Lore, Theology, or Occult Lore check. A Black Road hunter (Kill It Right) may act on a suspected weakness before confirming it.

Merciful Dissonance Summary

(Chapter Two, Chapter Ten, Chapter Twelve)

Ordinary people without Awakened Blood cannot store a supernatural event accurately; the mind substitutes the nearest mundane explanation. Player characters are immune; witnesses, institutions, and official records are not. The GM preps a coherent mundane account before the session (a gas leak, an electrical fault, a psychological break). Full rules: Chapter Two for the premise, Chapter Twelve for GM procedure.

Breaks it:

  • Accumulated evidence contradicting the mundane record, until the characters can articulate a full alternative explanation. No fixed threshold; GM judgment call.
  • Nothing else. There is no Perception check or other roll that pierces Merciful Dissonance.

Doesn't break it:

  • A witness recounting the mundane version. They believe it, since the memory itself was rewritten; treat them as sincere.
  • A mundane explanation that happens to be correct, or a cover-up by human beings.

Lyncean Office passive (Impossible Evidence): see Faction Passives, above.

Investigation Evidence Types

(Chapter Ten)

Skill Finds
Perception Physical scene evidence; environmental anomalies
Inquiry Witness testimony; what people know or are hiding
Forensics Physical analysis; cause/manner of harm; supernatural vs. natural
Research Documentary evidence; historical record; prior incidents
Tracking Movement traces; sequence of events; unknown locations
Discernment Wound Site intensity; entity presence; spiritual conditions
Occult Lore Ritual type; tradition; what was being attempted
Theology Spiritual significance; standard vs. aberrant practice
Monster Lore Entity category from evidence; behavioral pattern
Relic Lore Object charge; classification; handling requirements
Dead Languages Inscriptions; historical documents; foreign texts

Difficulty: Easy (undisturbed) → Average (partial obscuring) → Hard (cleaned up or time passed) → Severe (actively concealed) → Extreme (trace evidence only).

Relic Classification Summary

(Chapter Nine)

Class Label Containment ID Difficulty
I Passive Standard sealed container Average
II Active Iron-lined case; handling gloves required Hard
III Volatile Lead-lined; no solo handling; full documentation Severe
IV Critical Maximum containment; Director authorization Severe (extended)
V Restricted Individual containment plan; location restricted Extreme

Operational relics: may add 1 Boon die , remove 1 Bane die , upgrade one Ability die , permit an otherwise impossible check, or reduce difficulty by 1 step. If an item grants more than one benefit, require immediate cost: Strain, Wounds, Corruption, attachment, or supernatural attention.

Occult attachments: body-part relics and grafted objects are Forbidden Workings, not normal gear. Installation requires real sacrifice, causes Corruption, and creates visible/medical/spiritual consequences.

Initiative & Surprise

(Core Rules; Chapter Three)

The Hollow uses the core Exodus NDS initiative system. At the start of structured play, each character rolls an Initiative check:

  • Savvy + Perception when prepared, on watch, or expecting trouble.
  • Willpower + Composure when surprised or reacting under sudden pressure (Composure is The Hollow's name for the core Readiness skill).

Rank the results by net Successes. Each result becomes an initiative slot, and slots belong to the side that rolled them: player slots and GM slots. Within each round, the two sides alternate claiming slots in ranked order. The players decide which character acts in each player slot as it comes up; the GM decides for each GM slot. A tie between a player slot and a GM slot goes to the players. Ties within the same side are resolved in any order that side chooses.

The slot order holds between rounds unless an effect changes it, but either side may put a different eligible character in its own slot each round.

Surprise. Surprise changes which Initiative pool applies; it does not grant a free action or an extra round (Core Rules). A surprised character rolls Willpower + Composure for Initiative. If a character is completely unaware with no plausible chance to react, the GM may also add Bane dice , start them out of position, or deny prepared equipment. When surprise is contested, resolve the ambusher's Stealth against the target's Perception or Composure; the loser counts as surprised.

Story Points

(Core Rules)

The Hollow uses the core Exodus NDS Story Point economy unchanged. Each session the group holds 1 Fortune Point per player and 1 Peril Point for the GM. A spent Fortune Point becomes a Peril Point; a spent Peril Point becomes a Fortune Point. A character may spend at most one Story Point per check. See the Exodus NDS Core Rules for the full list of Fortune and Peril spends.

Recovery

(Core Rules)

The Hollow uses the core Exodus NDS recovery rules unchanged.

  • Strain: at the end of any structured encounter, recover Strain equal to Willpower. A full rest recovers all Strain; if you were incapacitated by Strain, a full rest instead reduces current Strain to half your Strain Points, rounded down. Catch Breath (Maneuver, once per encounter): recover 1 Strain.
  • Wounds: after a full night's rest or equivalent, recover Wounds equal to Might. Under medical care, the caregiver makes a Medicine check; each net Success restores 1 additional Wound.
  • Critical Injuries: remain until removed by a Medicine check with difficulty by severity (Minor: Easy / Moderate: Average / Severe: Hard / Deadly: Severe ). Mortal entries specify their own stabilization requirements. Each untreated Critical Injury adds +10 to future Critical Injury rolls.
  • The core "spend 1 Boon to recover 1 Strain" floor is not used in The Hollow.

Critical Injuries

(Core Rules)

A Critical Injury is inflicted when an attacker spends a Breakthrough on the attack, when an attack's net Boons meet the weapon's Crit rating and are spent to inflict one, or when a target is struck while already incapacitated. Hollow weapons that list no Crit-modifying quality use The Hollow default of 3 (see Weapon Qualities Reference, Chapter Seven).

Roll d100 and add +10 for every Critical Injury the target already carries (results can climb past 100). Apply the matching entry. Severity bands: Minor 01–30, Moderate 31–60, Severe 61–85, Deadly 86–100, Mortal 101+. Each untreated Critical Injury keeps adding +10 to later rolls until it is removed by a Medicine check (difficulty by severity).

Critical Injury Table
d100 Severity Injury Effect
01–05 Minor Winded Suffer 1 Strain.
06–10 Minor Stumble Knocked Prone.
11–15 Minor Rattled Disoriented until the end of your next turn.
16–20 Minor Fumbled Grip Drop one held item; recovering it costs a Maneuver.
21–25 Minor Stinging Cut Suffer 2 Strain and add 1 Bane die to your next check.
26–30 Minor Ears Ringing Add 1 Bane die to Perception checks until the end of the encounter.
31–35 Moderate Dazed Staggered on your next turn (no Action).
36–40 Moderate Wrenched Joint Add 1 Bane die to checks using the affected limb until treated.
41–45 Moderate Gashed Bleeding (1 Wound at the start of each turn) until an Action and an Average Medicine check ends it.
46–50 Moderate Concussed Add 1 Bane die to all checks until the end of the encounter.
51–55 Moderate Cracked Rib Add 1 Bane die to Athletics, Fortitude, and Might-based checks until treated.
56–60 Moderate Faith Shaken Suffer 3 Strain and add 1 Bane die to your next holy authority check.
61–65 Severe Hobbled Immobilized until treated; movement Maneuvers are unavailable.
66–70 Severe Deep Wound Bleeding for 2 Wounds at the start of each turn until an Action and a Hard Medicine check ends it.
71–75 Severe Broken Limb Choose an arm or leg; checks relying on it add 2 Bane dice until treated. A broken leg also leaves you Immobilized.
76–80 Severe Skull Rung Staggered and Disoriented until the end of your next turn; suffer 3 Strain.
81–85 Severe Pierced Reduce your Resistance by 1 and add 1 Bane die to all physical checks until treated.
86–90 Deadly Collapsed Suffer Wounds equal to your Might and be knocked Prone; if this incapacitates you, you fall unconscious.
91–95 Deadly Punctured Lung Bleeding for 3 Wounds at the start of each turn; you cannot take Actions until a Hard Medicine check stabilizes you.
96–100 Deadly Failing Incapacitated and Bleeding (2 Wounds per turn); you die at the end of the scene without a Severe Medicine check or equivalent aid.
101–110 Mortal Shattered Incapacitated; suffer 3 Wounds at the start of each turn until stabilized by a Severe Medicine check. On recovery, one characteristic is permanently reduced by 1, chosen to fit the injury.
111–120 Mortal Maimed Permanently lose the use of a limb, eye, or other faculty (you and the GM define it). Incapacitated and Bleeding (3 Wounds per turn) until a Severe Medicine check stabilizes you.
121–130 Mortal At the Threshold Dying. Without immediate aid this turn, a Severe Medicine check, valid sacramental intervention, or equivalent, you die at the start of your next turn. If saved, you carry a permanent mark of the moment: –1 to one characteristic, or a lasting spiritual scar of the GM's design.
131–140 Mortal Lights Going Out You die at the end of the round unless an extraordinary effort intervenes this turn: a Severe-or-harder Medicine check, a Fortune Point spent to trigger a Breakthrough, or a sanctioned rite.
141–150 Mortal Killed Slain outright.