1-3
| Tiny injury: Very small injuries. Paper cuts or anything that draws a drop of blood. So minor as to be barely noticeable.
| Instantly regenerates.
|
4-6
| Insignificant injury: Minor injuries, scraping your knee, small cuts or light burns, bruises and the like.
| Instantly regenerates.
|
7-9
| Minor injury: Injuries that would be considered moderate in ordinary circumstances. Larger cuts, sprains, worse bruises and scrapes. Might need stitches or similar aid, but nothing major.
| Instantly regenerates.
|
10-13
| Moderate injury: Break a finger, rib, or nose, cut down to the bone, second degree burn over a relatively small portion of skin, tear muscle, etc.
| 1 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2, healed by the beginning of Turn 3).
|
14-20
| Standard injury: Break a forearm arm or lower leg, stab straight through a hand, get a concussion, sever a finger or toe, lose chunk of flesh, third degree burns on a smallish section of the body, etc.
| 1 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2, healed by the beginning of Turn 3).
|
21-30
| Greater injury: Loss of several fingers or toes, deep stabs to the arms and legs, breaking of upper limb bones, serious concussions, deep cuts to the chest and torso, crushing of limbs, being shot in the limbs, etc.
| 1 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2, healed by the beginning of Turn 3).
|
31-50
| Terrible injury: Loss of a hand or foot, stabs to the gut, shoulders, and face, second degree burns over most of the body, being shot in the stomach, etc.
| 2 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2-3, healed by the beginning of Turn 4).
|
51-70
| Crippling injury: Loss of a forearm or lower leg, damage to internal organs, really big deep cuts, breaking major bones, stabbed straight through the torso, etc.
| 2 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2-3, healed by the beginning of Turn 4).
|
71-90
| Massive injury: The complete loss of a limb, a huge cut into the body, disemboweling, the shattering of many major bones, major internal organ damage, third degree burns over large parts of the body, etc.
| 2 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2-3, healed by the beginning of Turn 4).
|
91-120
| Mortal injury: A massive injury that would, to an ordinary person, be either instantly or near instantly fatal. A stab straight to the heart or brain, decapitation, crushing of the head or chest, being cut or blown in half, etc.
| 3 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2-4, healed by the beginning of Turn 5).
|
121-140
| Extra-mortal injury: More damaging than a mortal injury, generally a mortal injury combined with other higher level injuries. Such as having a head and arm ripped off at the same time.
| 3 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2-4, healed by the beginning of Turn 5).
|
141-160
| Super-mortal injury: Same as above, but more. Generally might involve two or more mortal injuries, such as being beheaded and sliced in half at the same time. Or one single, really fatal thing. Like being split in half vertically.
| 3 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2-4, healed by the beginning of Turn 5).
|
161-180
| Ultra-mortal injury: Anything worse then the above, but that doesn't totally destroy the body to the point of the below.
| 3 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2-4, healed by the beginning of Turn 5).
|
161-180
| Annihilation: Total body destruction; sliced to pieces, torn apart, total fourth degree burns, blown up, melted, shattered, etc.
| 4 turn regeneration (i.e. injury on Turn 1, regeneration during Turn 2-5, healed by the beginning of Turn 6).
|