Death and Dismemberment and Dice

Version whatever, based on Crittable.

Death Dice (DD) starts at 1d6. Roll every time you drop to 0 HP or take damage while down there. Roll all your DD+[lethal damage].

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.

The Result:
  1. Too close for comfort. +1 Death Dice
  2. Small mark, scar or bruise, +1 DD
  3. Drop held item or +1 DD
  4. Stunned for 1 round (lose action)
  5. Horrifying near-miss, +1 Trauma
  6. Painful injury, +1 DD and Shaken for 1d4 rounds (disadvantage on all checks bar Defence)
  7. Stunned for 1 round, +2 DD
  8. Choose +2 DD or take a Minor Injury
  9. Permanent scar, +1 DD, +1 Trauma
  10. Take a Minor Injury (left arm/even), +2 DD
  11. Take a Minor Injury (left leg/odd), +2 DD
  12. Take a Minor Injury (right arm/even), +3 DD
  13. Take a Minor Injury (right leg/odd), +3 DD
  14. Knocked prone, disarmed and in a bad position, +2 DD
  15. Minor Injury, whichever would be worse, +3 DD
  16. Random stat takes damage equal to current DD (not permanent), +3 DD
  17. Unconscious for 1d4 rounds, +3 DD
  18. +1d6 Trauma, +2 DD, if you contract an Insanity it's probably going to be a phobia of whatever just hit you
  19. +2 DD, make a Wisdom check or Shaken until combat ends 
  20. Major Injury (arm/even), +5 DD
  21. Major Injury (leg/odd), +5 DD
  22. +6 DD, automatically suffer a Breakdown
  23. SLOW DEATH. Paralysed, broken, doomed etc. could take hours or even days
  24. JUICY DEATH. Blood everywhere, a slipping hazard, might be able to halt the gushing...
  34. 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 1 HD
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:
  1. Grave Lung, 1d4 Strength, Con check or cough when sneaking
  2. Spasms of the Liver, 1d2 Constitution, halve all healing
  3. Stoneskin, 1d8 Movement, +1 Defence if you drop below half
  4. Leprosy, 1d3 Dexterity, save or lose a random extremity if you take 3 damage
  5. Corpus Beetles, 1d4 Intelligence, lose a rank in a skill on a 1
  6. The Dithers, 1d4 Wisdom, regularly save vs short-term memory loss
  7. Black Death, 1d4 Constitution, -4 to saves vs. disease
  8. Mangling Flesh, 1d4 Random, save or mutate
  9. Dungeon Slough, 1d4 Dexterity, take +1 damage from all sources
  10. Shadow Pox, 1d6 Charisma, immune to positive spells as your shadow sickens
  11. Filth Fever, 1d6 Strength, 1-in-6 chance to lose action each round as you soil yourself
  12. Crystal Bones, 1d4 Strength, double bludgeoning and fall damage
  13. The Dwindling, 1d6 Strength, if you’ve taken 7 damage you shrink to small size
  14. Ogre Guts, 1d3 Dexterity, lose 1 Inventory slot each time
  15. Gangrene, 1d3 Constitution, take 1d8 damage each morning
  16. Rabies, 1d6 Charisma, -1 Attack, +1 Damage, cannot drink water
  17. Brain Worms, 1d4 Wisdom, experience a full hallucination 1/day
  18. Tetanus, 1d4 Dexterity, 3+ damage disables your jaw then a random limb
  19. Dauntledregs, 1d6 Intelligence, fail all saves vs. fear and confusion
  20. Wandering Heart, 1d3 Constitution, +1d6 damage when critically hit

Random Curse:
  1. Hollow Guts, tripled food requirements
  2. Nervous Wreck, roll 1d12 for Trauma checks
  3. Unlucky, -2 Save
  4. Dog Hatred, all dogs will attack you
  5. Spirit Home, a small eldritch creature lives in your skull
  6. Dreamless, need +1 X to improve non-attribute scores
  7. Purse Moths, lose 1d100% of your money when you enter a settlement
  8. Fragile, minimum 3d6 Death Dice
  9. Mute
  10. Curse to Die Alone, double damage while away from allies
  11. Cursed to Die in a Fire, double damage from flames
  12. The Clawing Stone, double damage from falling
  13. Weak Blood, automatically fail the first save against poison
  14. Blinded
  15. Crippled, half movement
  16. Magnetic Soul, all spells that travel within 20ft of you change their target
  17. Endless Thirst, water, ale, beer and wine all do nothing
  18. Screaming Teeth, halve Charisma while speaking
  19. Evil Twin, manifests far away, knows where you are
  20. The Horseman Cometh, immediately contract 3 diseases

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