Scars, Mutation and Death
A very real prospect in any Delver's line of work.
Scars
d12 | Scars Result |
---|---|
1 | Lasting Scar: Roll 1d6. 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll 1d6. If the total is higher than your max HP, take the new result. |
2 | Rattling Blow: You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the total is higher than your max HP, take the new result. |
3 | Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you rest for a few hours. Then, roll 1d6. Add that amount to your max HP. |
4 | Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result. |
5 | Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result. |
6 | Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result. |
7 | Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result. |
8 | Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4. |
9 | Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher than your max WIL, take the new result. |
10 | Sundered: An appendage is torn off, crippled, or useless. (The Warden will tell you which.) Then make a WIL save. If you pass, increase your max WIL by 1d6. |
11 | Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon recovery, roll 2d6. Take the new result as your max HP. |
12 | Doomed: Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your max HP, take the new result. |
Mutation
d20 | Mutation Result |
---|---|
1 | Ages and grows beard |
2 | Hunchback |
3 | Lose teeth |
4 | Gender swap |
5 | Forked tongue |
6 | Lose all hair |
7 | Random extremity covered in scales |
8 | Long arms |
9 | monster feature |
10 | monster trait |
11 | Slime trail |
12 | Cyclops |
13 | Animal arms |
14 | Animal eyes |
15 | Animal head |
16 | Animal legs |
17 | Animal skin |
18 | Caster switches location with spell target |
19 | Caster becomes invisible and silenced for one minute |
20 | Caster explodes in a shower of gore. |
My character died. Now what?
Skill issue. As a player, you get to make a choice: Death or Debasement!
I Choose Death
Noble choice! Accept that your characters died, and you get a bonus for creating your new level 1 character and the GM will reintroduce you into the next scene (GM disc.). You may also take the role of one of your henchmen, upgrading the NPC to PC status.
Choose a boon:
- Roll
for your Ability Scores. - Roll
for HP.
d20 | How does the magic-user die? |
---|---|
1 | Becomes oracle |
2 | Pulled into Hell |
3 | Puff of smoke |
4 | Screams |
5 | Becomes mundane |
6 | Explodes |
7 | Sucked into Astral Plane |
8 | Becomes ghost |
9 | Eyes radiate |
10 | Burst of blood |
11 | Inversion |
12 | Turns to dust |
13 | Frozen |
14 | Turns to stone |
15 | Implodes |
16 | Shatters |
17 | Melts |
18 | In flames |
19 | Demon devours |
20 | Becomes worm |
My character is too young to die! Debasement!
Faith smiles on your character but not too kindly.
Reroll your Ability Scores (3d6) and take the lower result between your score max vs what you rolled.
Roll on the mutations table.
Inheritance
Faced with the possibility of character death, players may wish to create a will for their characters, to leave wealth behind for an heir. If the GM allows it, the following stipulations apply:
- Tax: Any treasure left as an inheritance will be taxed at 10%.
- Heir: The heir must be a newly created character of 1st level.
- Once only: Inheritance may only be left once by each player.