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In combat, each injury is tracked individually, rather than subtracting from a pool of Hit Points or Life Points.
More serious injuries introduce the risk of a character being knocked unconscious from shock, being instantly killed, or ( optionally ) losing a limb.
A character may also be killed or knocked unconscious by blood loss or a combination of lesser injuries.
Unhealed injuries penalize a characters actions, including combat actions, reducing their overall effectiveness.
Each injury heals at a different rate, depending on its severity, and open wounds have the potential to become infected, slowing healing and possibly causing death.
Permanent injuries-either in the form of amputated or otherwise lost limbs-or attribute penalties caused by poorly-healed injuries are also a possibility.
The combat and injury system is quite lethal, compared to many roleplaying systems.
Even for veteran characters, combat with a skilled opponent or a sneak attack by an opponent armed with a modest weapon can lead to death in a single strike ; an unarmed blow to the neck or a bowshot to the eye can be fatal.

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