{{#rollBetween() roll 1 10}}
Severed leg tendons causing limping, or fused ankle bones causing limping, or back muscles or spinal nerve damage bending the torso to the left or right, or a shattered knee that cannot bend, or make up your own. Lose 1D3 DEX. The maximum MOV is now that 1D3 less. Still able to fight.
{{/rollBetween() roll 1 10}}
{{#rollBetween() roll 11 20}}
Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D3 APP. Your visible and unappealing deformity cannot be disguised. Still able to fight.
{{/rollBetween() roll 11 20}}
{{#rollBetween() roll 21 30}}
Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D3 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield.
{{/rollBetween() roll 21 30}}
{{#rollBetween() roll 31 40}}
A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D3 CON; maximum MOV is now that 1D3 less, and Hit Points may be lower. Still able to fight.
{{/rollBetween() roll 31 40}}
{{#rollBetween() roll 41 50}}
Concussion damages hearing and limits Listen and Insight to maximums of 65 percent; or cuts to the head thereafter requiring Luck rolls each time to use the skills Insight, Nature, Other Language(s), and World Lore; or blows or cuts which affect depth perception and leave missile weapon skills at maximums of 65 percent; or multiple cuts to the face and neck limit the skills of Bargain, Fast Talk, Oratory, and spoken languages to 65 percent maximum, or make up your own. Lose 1D3 INT; this loss affects the Adventurer’s ability to cast magic. Still able to fight
{{/rollBetween() roll 41 50}}
{{#rollBetween() roll 51 60}}
Back muscles or spinal nerve damage bending the torso, both leg tendons causing limping, or fused ankle bones causing limping or loss of one or both arms. Lose 1D6 DEX and reduce maximum MOV by that same amount. Unable to fight.
{{/rollBetween() roll 51 60}}
{{#rollBetween() roll 61 70}}
Much of your nose has been sliced away, or multiple scars deface both hands, or an ear has been cut off, or a livid scar lends an evil cast to your face, or make up your own. Lose 1D6 APP. Your visible and very unappealing deformity cannot be disguised. Still able to fight
{{/rollBetween() roll 61 70}}
{{#rollBetween() roll 71 80}}
Wrist or hand damage, or a slab of arm or shoulder muscle has been cut away, or a chunk was hewn from thigh or calf muscles, or you have spinal nerve damage, or several fingers or toes were severed, or make up your own. Lose 1D6 STR; this loss may change what weapons you can swing. Still able to fight with a weapon, but not a shield
{{/rollBetween() roll 71 80}}
{{#rollBetween() roll 81 90}}
A punctured lung leads to a weakened respiratory system, or deep stomach wounds chronically reinfect. or belly wounds weaken your digestion and general health, or you damaged kidneys and liver, or make up your own. Lose 1D6 CON; maximum MOV is now that 1D6 less, and Hit Points may be lower. Unable to fight
{{/rollBetween() roll 81 90}}
{{#rollBetween() roll 91 92}}
Bad facial and vocal-cord injuries. Lose 1D6 APP; lower the Charisma roll respectively. Still able to fight
{{/rollBetween() roll 91 92}}
{{#rollBetween() roll 93 94}}
Broken bones and severed ganglia. Lose 1D6 DEX; from now on the Adventurer can only use shields and 1H hand-to-hand weapons. Still able to fight.
{{/rollBetween() roll 93 94}}
{{#rollBetween() roll 95 96}}
Nerve damage to left or right arm. Lose 1D6 DEX; hereafter only the other arm can wield weapons or shields. Still able to fight
{{/rollBetween() roll 95 96}}
{{#rollBetween() roll 97 98}}
Nerve damage to both arms. Lose 1D6 DEX; though the legs are fine, neither arm nor hand can wield anything. Unable to fight.
{{/rollBetween() roll 97 98}}
{{#rollTotal() roll 99}}
Adventurer is mutilated by vicious wounds. Lose 1D3 points each from APP, DEX, and CON, and describe the results. Unable to fight.
{{/rollTotal() roll 99}}
{{#rollTotal() roll 100}}
Adventurer was deliberately mutilated after collapsing. Remove 1D4 points each from any of four characteristics, and describe the results. Unable to fight.
{{/rollTotal() roll 100}}