Death and Dismemberment

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.

Conditions
Stunned - Cannot take any action apart from moving at half speed
Shaken - Disadvantage on checks except Defence-related


Slashing Piercing Bludgeoning Fire/Acid Other
1 Too close for comfort, +1 DD
2 Cut, bruised or marked, +1 DD
3 Drop held item or +2 DD (if no held item, lose random from inventory)
4 Knocked prone +2 DD Stunned, 1 round Shaken, 1 round +1 Trauma or +1 DD
5 Horrifyingly near-miss, +1 Trauma
6 Painful injury, +1 DD and Shaken (save ends)
7 Stunned (save ends), +2 DD
8 Choose: +2 DD or take 1d6 damage at the start of your next turn
9 Permanent reminder of the blow, +1 DD, +1 Trauma
10 Arm disabled (left if damage was odd, right if even)

+2 DD for all of #10 and #11

If you are already suffering an injury, you take the worse version (#20/#21)
Shanked, lose 1d6 max HP until next rest Winded, stunned and prone until you make a CON/2 check. An ally can spend a full round helping you up, ending the condition Sizzling, take 1d6 ongoing damage as normal
(If you are already suffering the effects of this injury, advance to IT BURNS however it was acquired)
Magic
Random mutation

Necro/Poison
Lose lunch, CON vs. stunned for 1d6 rounds

Cold
Treat Dex as 4 due to shaking, save or lose extremity

Shock/Radiant
Stunned 2d6 rounds

Psychic
Trauma equal to damage
11 Leg disabled

#10 and #11 are all Minor Injuries, lasting until healed via resting
Jabbed, attacker chooses which arm to disable Concussed, treat Initiative as 4, spells have a 1-in-6 chance to fail Scorch, lose a random item
12 As #10, but +3 DD
13 As #11, but +3 DD
14 Knocked prone, disarmed and in a bad position, +2 DD
15 Minor Injury (#10 or #11), whichever would be worse, +3 DD
16 Random stat takes damage equal to DD total, +3 DD
17 Unconscious for 1d4 rounds, +3 DD
18 +1d6 Trauma, +4 DD, if you contract a Madness it's a phobia of whatever just hit you
19 Make a Wisdom check or Shaken until combat ends, +4 DD
20 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



+5 DD for all major injuries
SPLIT
If you succeed on a save, you gain a cool scar. If you fail, roll 1d6:
1. Lose 1 CON
2. Lose 1 DEX
3. Lose 1 CHA
4. Lose an eye, -1 Ranged Attack
5. Oozing wound, contract disease
6. Every action you take deals you 1 piercing damage
CRUSHED
If you fail a save, roll 1d6:
1. Lose 1 STR
2. Lose 1 WIS
3. Lose 1 INT
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 it’s permanent
IT BURNS
Take 1d12 damage ongoing instead of 1d6
Magic
DOOMED
Random curse

Necro/Poison
ORGAN FAILURE
1d4 CON damage each round, Save ends

Cold
DEEP FREEZE
Save or frozen in a solid block of ice

Shock/Radiant
HEART ATTACK, Save or Die. Take damage again in 1d6 minutes for CON check to revive.
21 Psychic #20
ALL IN YOUR HEAD
You are now (1d4): 1. Blind, 2. Lame, 3. Mute, 4. Prone to seizures

Psychic #21
ENSLAVED
Take a single command from the attacker, Save or Die if you resist
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, but you might be able to halt the gushing...
25 DISEMBOWELLED, DIE STARING AT YOUR INTESTINES IN 1d8 ROUNDS
26 DROWN IN YOUR OWN BLOOD OVER 1d6 ROUNDS
27 SHOCK, DIE SUDDENLY IN 1d4 ROUNDS
28 LIMBS SCATTERED
29 SKULL SHATTERED
30 TORN ASUNDER
31 HORRENDOUS FATE, TRAUMATISE YOUR ALLIES FOR 1d6 ROUNDS THEN DIE
32 ABSURD DEATH, HOW DID THAT EVEN HAPPEN?
33 DECAPITATION
34 or more - TOTAL OBLITERATION

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