There are three categories for both injuries and sickness. You may give your character a wound but you cannot take it back if the results aren't how you wanted. Chances on illness will be adjusted when someone decides to become an herbalist irp. --- INJURY CATEGORIES --- Major/Heavy injuries - Broken bones, Infections, etc Regular injuries - Claw wounds, Bite wounds, etc Slight injuries - Scrapes, thorns in pads, etc --- INJURY ROLLING --- Major Injuries: 50% Death, 40% Move down to regular 10% Completely healed (Optional) Once healed you may request to roll for scarring (15%) or a perm condition (5%) Regular Injury: 10% Death, 30% Gets infected (Move up), 60% Heals (Optional) Once healed you may request to roll for scarring (10%) or a perm condition (1%) Light Injuries: 100% Healed --- Lowering Chances --- Interacting with Medic lowers Death/Infection by 5% (Only down to 20% Chance) Resting roleplays (Must be at least 4 comments) lower it by 5% Being a medic lowers all death or infection chances by 20% (Grants death immunity to regular injuries) --- Sickness Categories --- Unlike the plentiful cobwebs within the forest, most herbs are scarce without a herbalist. The undergrowth pushes out and kills the smaller and useful herbs in the territory for prickly thorns and tangled ivy. Lethal Sickness - Redcough, Mycelium Mind, Etc Dangerous Sickness - Greencough, Poisoning, Etc Mild Sickness - White Cough, Joint Aches, Etc --- SICKNESS ROLLING --- Lethal Illness: 99% Death, 1% Completely healed Dangerous illness: 60% Death, 25% Progress to lethal, 15% Heals Light Illness: 30% Progress to dangerous, 70% Healed --- ROLLING FORM --- Your Cat | Illness or Injury? | Level of ailment | Threads for lowering chances