When dropped to 0 HP, compare any excess damage to the list below. Don't track negative HP, just compare to the damage taken. Death Dice (DD) add 1d6 damage to every blow taken while at 0 HP.
Each long rest clears all of your DD and heals a random Minor Injury. If you want to try and patch (not heal) a Minor Injury, anyone can make an Intelligence check, but only once per injury. Advantage to the check over lunch. If they succeed, you can use that limb (or whatever) but it is still injured.
If you already have an Injury and gain it a second time, or an effect is impossible to apply, move to a greater severity: Minor Injury > MAJOR INJURY > Save or Die.
Optional: If you are dropped to exactly 0 HP from maximum HP, gain a Scar.
The Result:
- Too close for comfort. +1 Death Dice
- Cut, bruised or marked, +1 DD
- Drop held item or +1 DD (if no held item, lose random from inventory)
- Slashing: Knocked prone, Piercing: +2 DD Bludgeoning: Stunned, 1 round, Fire/Acid: Shaken, 1 round Other: +1 Trauma or +1 DD
- Horrifying near-miss, +1 Trauma
- Painful injury, +1 DD and Shaken for 1d4 rounds (disadvantage on all checks bar Defence)
- Stunned for 1 round, +2 DD
- Choose +2 DD or take a Minor Injury
- Permanent reminder of the blow, +1 DD, +1 Trauma
- Take a Minor Injury (left arm/even), +2 DD
- Take a Minor Injury (left leg/odd), +2 DD
- Take a Minor Injury (right arm/even), +3 DD
- Take a Minor Injury (right leg/odd), +3 DD
- Knocked prone, disarmed and in a bad position, +2 DD
- Minor Injury, whichever would be worse, +3 DD
- Random stat takes damage equal to current DD (not permanent), +3 DD
- Unconscious for 1d4 rounds, +3 DD
- +1d6 Trauma, +2 DD, if you contract an Insanity it's probably going to be a phobia of whatever just hit you
- +2 DD, make a Wisdom check or Shaken until combat ends
- Major Injury (arm/even), +5 DD
- Major Injury (leg/odd), +5 DD
- +6 DD, automatically suffer a Breakdown
- SLOW DEATH. Paralysed, broken, doomed etc. could take hours or even days
- JUICY DEATH. Blood everywhere, a slipping hazard, might be able to halt the gushing...
- DISEMBOWELLED, DIE STARING AT YOUR INTESTINES IN 1d8 ROUNDS
- DROWN IN YOUR OWN BLOOD OVER 1d6 ROUNDS
- SHOCK, DIE SUDDENLY IN 1d4 ROUNDS
- LIMBS SCATTERED
- SKULL SHATTERED
- TORN ASUNDER
- HORRENDOUS FATE, TRAUMATISE YOUR ALLIES FOR 1d6 ROUNDS THEN DIE
- ABSURD DEATH, HOW DID THAT EVEN HAPPEN?
- DECAPITATION
- or more - TOTAL OBLITERATION
Injury List (Either use the given injury or Slashing, whichever makes more sense. If you need to pick between the Odd and Even result, look at the most recent damage roll / d20):
Type/Damage | Minor | MAJOR |
---|---|---|
Slashing/Default | Odd - Leg, Even - Arm, cannot use that limb. If the most recent d20 you rolled was even, it's the right side of the body | CHOPPED, if you succeed on a save, lose a finger/toe. If you fail, the whole limb is smashed to pieces, sliced off, pulped etc |
Bludgeoning | Odd - Concussed, treat Initiative as 4, spells have a 1-in-6 chance to fail Even - Winded, stunned and prone until you make a CON/2 check. An ally can spend a full round helping you up, ending the condition |
CRUSHED, If you succeed on a save, you gain a cool scar. If you fail, roll 1d6: 1. Lose 1 Strength 2. Lose 1 Wisdom 3. Lose 1 Intelligence 4. Crushed throat. You cannot speak louder than a whisper 5. Crushed ribs. Treat Con as 4 when holding your breath 6. Your back goes crunch and you are paralysed from the neck down. Make Con saves at 2d6 rounds or 1d6 days to recover, if you fail both its permanent |
Piercing | Odd - Jabbed, lose 1d6 max HP Even - Shanked, attacker chooses which arm is disabled |
SPLIT, if you succeed on a save, you gain a cool scar. If you fail, roll 1d6: 1. Lose 1 Constitution 2. Lose 1 Dexterity 3. Lose 1 Charisma 4. Lose an eye, -1 Ranged Attack 5. Oozing wound, contract disease 6. Eviscerated. In 1d6 rounds, save or die, then again 1d6 rounds after that |
Fire/Acid | Odd - Sizzling, take 1d6 ongoing damage as normal, remember that if you are already suffering the effects, move to the MAJOR INJURY Even - Scorch, lose a random item |
IT BURNS, take 1d12 damage ongoing instead of 1d6 |
Poison/Necrotic | CON check vs. vomiting (stun) for 1d6 rounds, no benefit from Lunch | ORGAN FAILURE, 1d4 CON damage each round, save ends |
Cold | Frostbite, treat Dexterity as 4 due to shaking, Save or lose a random extremity (finger, toe, ear etc.) | CHILL OUT, save or end up a solid block of ice. Hard impacts may require you to save vs. shattering |
Lightning/Radiant | Stunned for 2d6 rounds | HEART ATTACK, save or die. If you take lightning damage again in the next 1d6 minutes, make a Constitution check to revive |
Psychic | Take Trauma equal to damage, suffer the MAJOR INJURY if you are already having a breakdown | Odd - ENSLAVED, take a single command from the attacker, Save or Die if you resist Even - ALL IN YOUR HEAD, you are now (1d4): 1. Blind, 2. Lame, 3. Mute, 4. Prone to seizures |
Magic | Roll a random mutation, no benefits | DOOMED, roll a random curse |
Random Disease:
- Grave Lung, 1d4 Strength, Constitution check or cough when sneaking
- Spasms of the Liver, 1d2 Constitution, halve all healing
- Stoneskin, 1d6 Dexterity, +1 Defence if you’ve taken 5+ total
- Leprosy, 1d3 Dexterity, painless, lose a random extremity if you take 3 damage
- Corpus Beetles, 1d4 Intelligence, lose a rank in a skill on a 1
- The Dithers, 1d4 Wisdom, regularly save vs short-term memory loss
- Black Death, 1d4 Constitution, -4 to saves vs. disease
- Gob Rot, 1d4 Charisma, lose a tooth on 1, part of your face on a 4,
- Mangling Flesh, 1d4 Random, save or mutate
- Dungeon Slough, 1d4 Dexterity, take +1 damage from all sources
- Worm of Entropy, 1d8 Intelligence, speaks your language, desires ruin
- Shadow Pox, 1d6 Charisma, immune to positive spells as your shadow sickens
- Dysentery, 1d6 Strength, 1-in-6 chance to lose action each round as you soil yourself
- Crystal Bones, 1d4 Strength, double bludgeoning and fall damage
- Rude Passenger, 1d2 Wisdom, save vs. messy sporulation when near people
- The Dwindling, 1d6 Strength, if you’ve taken 7 damage you shrink to small size
- Ogre Guts, 1d3 Dexterity, lose 1 Inventory slot each time
- Gangrene, 1d3 Constitution, take 1d8 damage each morning
- Rabies, 1d6 Charisma, -1 Attack, +1 Damage, cannot drink water
- Plague, 1d2 Constitution, if you die you will rise as a zombie
- Purple Fronds, 1d3 Strength, gorgeous to look at delicate, -1 Def
- Brain Worms, 1d4 Wisdom, experience a full hallucination 1/day
- Tetanus, 1d4 Dexterity, 3+ damage disables your jaw then a random limb
- Dauntledregs, 1d6 Intelligence, fail all saves vs. fear and confusion
- Wandering Heart, 1d3 Constitution, +1d6 damage when critically hit
- Dimensia, 1d3 Wisdom, regular geometric shapes horrify you
- Volcanic Blisters, pops messily dealing 1 damage 1d6 times per day
- The Hops, 1d4 Wisdom, that many frog eggs sprout from your back
- Doom Warts, 1d3 Charisma, they pop into tiny faces and pronounce doom
- Cordyceps, 1d6 Wisdom, bright glowing lump, get excited near predators
Random Curse:
- Hollow Guts, tripled food requirements
- Screaming Teeth, halve Charisma while speaking
- Unlucky, -2 Save
- Dog Hatred, all dogs will attack you
- Spirit Home, a small eldritch creature lives in your skull/teeth
- Dreamless, need +1 X needed to improve non-attributes
- Purse Moths, lose 1d100% of your money when you enter a settlement
- Fragile, minimum 2d6 Death Dice
- Mute
- Delicate Sensibilities, halve Constitution for an hour if you hear, say, or think a swear-word
- Desolation, double damage while alone and away from allies
- Cursed to Die in a Fire, double damage from fire
- The Clawing Stone, double all falling damage
- Weak Blood, automatically fail the first save against poison
- Into the Depths, unable to swim
- Blinded
- The Betrayed, triple damage from any ally
- Latent Vampirism, halve Strength in direct sunlight or other bright light
- Crippled, half movement
- Rabbit Instincts, halve Wisdom whenever your life is in danger
- Magnetic Soul, all spells that travel within 20ft of you change their target
- Endless Thirst, water, ale, beer and wine all do nothing for you
- Slip of the Tongue. Anything you think of saying is written on your skin
- Nervous Wreck, double Trauma gained from any source
- Performance Anxiety, halve Dexterity while being watched
- Evil Twin, manifests far away, knows where you are
- The Horseman Cometh, immediately contract 3 diseases
- Professor’s Bane, halve Intelligence if someone asks you for advice
- Unique Diet. Can only eat turnips, violently ill otherwise
- The Chosen. If something would randomly apply to someone in a group, it happens to you.
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