Death & Dismemberment
Speaking of characters getting disfigured, I figured I'd share my Death & Dismemberment chart. I found most charts insufficiently generalized for my purposes, so created my own. So far it's worked well, dishing out non-lethal wounds at times but never feeling safe to roll on.
Mechanics explanation - similar to WFRP, once characters are reduced below zero grit they roll on the below chart, adding one for each negative number they've reached. I.E. at -2, if they rolled a six, they'd get to 8 on the below chart. I've got a custom hit location die I use for the fights, so we know what's being hit for armor and wound purposes, which has arms, legs, torso, and head on it in varying proportions.
DEATH & DISMEMBERMENT
2 - Adrenaline rush
- Advantage on next roll of choice
3 - Jagged wound
- Scar (-(1d4-2) Cha if on face)
4 - Sub-part damaged (finger, eye, etc)
- save or permanent inhibition
- 3d4 weeks normal healing
5 - Part damaged
- Pain Check at advantage or pass out
- Bleed (2d4 + con mod rds till death)
- Scar (-(1d4-2) Cha if on face)
6 - Sub-part destroyed (finger, eye, etc)
7 - Part disabled
- Pain Check or pass out
- Bleed (1d6 + 1 + con mod rds till death)
- save or permanent inhibition
- Scar (-(1d4-2) Cha if on face)
- 3d4 weeks normal healing
8+ - Part destroyed
- Pain Check at disadvantage or pass out
- Bleed (1d4 + con mod rds till death)
- 3d4 weeks normal healing
After battle checklist:
- Armor damaged?
- Scars?
- Healing times?
Divine healing halves recovery time.
Quick NPC version:
2-4 part damaged
5-6 part damaged and they're down
7+ dead
Mechanics explanation - similar to WFRP, once characters are reduced below zero grit they roll on the below chart, adding one for each negative number they've reached. I.E. at -2, if they rolled a six, they'd get to 8 on the below chart. I've got a custom hit location die I use for the fights, so we know what's being hit for armor and wound purposes, which has arms, legs, torso, and head on it in varying proportions.
DEATH & DISMEMBERMENT
2 - Adrenaline rush
- Advantage on next roll of choice
3 - Jagged wound
- Scar (-(1d4-2) Cha if on face)
4 - Sub-part damaged (finger, eye, etc)
- save or permanent inhibition
- 3d4 weeks normal healing
5 - Part damaged
- Pain Check at advantage or pass out
- Bleed (2d4 + con mod rds till death)
- Scar (-(1d4-2) Cha if on face)
6 - Sub-part destroyed (finger, eye, etc)
7 - Part disabled
- Pain Check or pass out
- Bleed (1d6 + 1 + con mod rds till death)
- save or permanent inhibition
- Scar (-(1d4-2) Cha if on face)
- 3d4 weeks normal healing
8+ - Part destroyed
- Pain Check at disadvantage or pass out
- Bleed (1d4 + con mod rds till death)
- 3d4 weeks normal healing
After battle checklist:
- Armor damaged?
- Scars?
- Healing times?
Divine healing halves recovery time.
Quick NPC version:
2-4 part damaged
5-6 part damaged and they're down
7+ dead
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