1 - Death
2 - Spinal damage. A portion of your body is permanently paralyzed.
3 - Brain damage. Reroll your mental stats with 3d6.
4 - Lost foot. Time to get a wooden one.
5 - Lost hand. Time to get a sweet hook!
6 - Multiple injuries. Roll d6 times more, ignoring results of 1 and 16+.
7 - Chest Wound. Permanently reduce your Constitution by 1. Gain a Niggling injury.
8 - Leg wound. Permanently reduce your Dexterity by 1. Gain a Niggling injury.
9 - Arm wound. Permanently reduce your Strength by 1. Gain a Niggling injury.
10 - Old battle wound. Gain a Niggling injury.
11 - Lose one eye. Increase TN of Perception rolls based on eyesight/Become blinded.
12 - Deaf.
13 - Head wound. -4 to Intelligence for the next 24 hours after you wake.
14 - Ugly wound. -4 to Charisma for the next 24 hours after you wake.
15 - Concussion. -4 to Wisdom for the next 24 hours after you wake.
16 - Saved by lucky charm, if any. Lose an item of value.
17 - Impressive Scars. +1 die to non-magic skill rolls.
18 - Painful wound. Regain consciousness with 0 hp.
19 - Recovery. Regain consciousness with 1 hp.
20 - Heroic Recovery. Regain consciousness with 1 hp. Recover an amount of maneuvers equal to your Initiation modifier.
Results lower than 1 are considered 1. A roll of 20 is always considered a Heroic Recovery, except for Multiple Injuries.
Niggling injury: For each Niggling injury a character has, substract 1 from the casualty roll.