




Note: "Damage malus/bonus" is modified accordingly as they depends on STENGH
Note: the COURAGE malus does not apply if the character's life depends on it.
Note: "if less than 10 HP" and "if less than 5 HP" maluses are not cumulative.
5.1.2 Impact on skills
The following table summarizes the malus to be applied to the skills listed according to the character's injuries.

Note: the maluses "if less than 10 VP" and "if less than 5 VP" are not cumulative.
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5.1.5 Consequences of a bare hands fight
When a fistfight is over, any character who has lost at least 1 HP must roll 1D100 to see if the fight has left any marks (an open arch, for example).
If the result of the roll is greater than 97, the character retains traces of the fight (see table below). He must also roll another D100 for a second wound, and so on. If the result of a roll is not possible, the process stops (e.g. an "open arch" roll when the character already has both arches open).

Note: if a character encounters a "scar", "broken nose" or "broken tooth", a 1D100 must be rerolled. A roll of 99-00 implies a permanent loss of 1 point of APPEARANCE. However, the character gains +05% in "impressing / frightening".
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5.3.1 Recovery of hit points
A character recovers:
1 HP if he does activities that don't require too much effort
2 HP if resting
If the character makes strenuous efforts (forced walking, riding a horse for more than 4 hours a day, etc., at the GM's discretion), he won't recover any HP.
Regardless of the activities he undertakes, a character is also allowed to roll 1D20 under his CONSTITUTION every day.
if the roll is successful, the character gains 1 additional HP
if the roll is critical, the character gains 2 additional HP
Example: The next day, Bill continues his activities. He already gains 1 VP. He also has the right to roll under his CONSTITUTION with 1D20 to gain additional HP. He rolls 3 on 1D20. This is a critical success (the roll is 4 times lower than his CONSTITUTION), and Bill gains 2 additional HPs.
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5.4 Death
A character who is severely wounded and whose HP drops below zero can survive for RESISTANCE rounds, unless his wound causes him to drop more than 20 HP below zero in a single blow. In this case, he dies instantly, unless he succeeds in a final roll under his LUCK.
If the character's HP drops below zero and he doesn't die instantly, we can attempt to heal him to bring his HP back above 0. To do this, we must succeed in rolls under "Heal a wound" until his HP becomes positive again, and before the "RESISTANCE" rounds have elapsed. Any failure during this series results in the character's death, unless he succeeds in a LUCK roll unless he succeeds in a final roll under his LUCK.
It's a Western rule to give a friend a first-class burial whenever you can.
When an adversary is wounded and can no longer defend himself, the character who has him at his mercy has the choice of letting him live or putting him down like a dog. It all depends on the character's MORALITY and/or HONOR. There are many different scenarios. It's written in the Bible that we must know how to be merciful, but sometimes it's necessary to rid the West of a jackal for good...
A roll of MORALITY, or HONOR depending on the circumstances, is only necessary if the decision is in the hands of an NPC.
For an NPC, it's up to the player to decide, taking into account as much as possible the character's MORALITY or HONOR characteristics.
However, if a character kills an opponent under conditions that are clearly unrelated to his or her MORALITY or HONOR, the GM may decide to cause the character to permanently lose a point of MORALITY (or HONOR) to restore verisimilitude.
The rules in this section also apply to unarmed combat.