Site icon Dice Goblin

Wounds & Injuries for Cairn

The latest update for Block, Dodge, Parry includes a system for wounds & injuries. Since it also works for base Cairn, I figured I’d dedicate a blog post to it!

Art: Dragon's Breath 2 by Greg Rutkowski

Adventuring is a dangerous profession. A way to reflect that is to use these rules for wounds. Wounds can come from a variety of sources:

Some creatures might inflict wounds when dealing Critical Damage, or on special attacks. Wounds can also be gained as a cost of player action.

A wound occupies a slot in your inventory. The type of wound is mechanically just flavoring, while in fiction a character with burns might have nasty blisters.

Wounds come in 3 levels. Whenever a wound of the same type is gained, the player can choose to have their existing wound increase in severity or to fill in a new slot in their Inventory. This allows player choice between short- or long-term impact: do you suffer another mild wound and heal after combat, or stack up to possibly permanent injury?

Wounds are intended to, once again, provide a prompt for adventure; light wounds might require some time and a small detour. Severe wounds might require one to find a proper place of healing in between adventures. Permanent wounds require training to overcome (but will never truly fade).


Version 1.31 of Block, Dodge, Parry also includes:

You can get the full, extended version on Itch.io, or check the free SRD (which includes the most recent update!).

Exit mobile version