The Death and Injury Tables are almost entirely looted from Emmy Allen. Her originals can be found here.
The Retirement rules are taken from Arnold K. The original is here.
When an attack would knock you below 0 HP, roll on this table.
Depending on the attack's damage, roll the highest size dice that would fit/produce the result. For example, if you take 6 damage, roll 1d6 and then add whatever damage that pushes you below 0. If you take 1d6+2 damage, roll 1d8. If you roll 11 damage, 1d12. And so on.
Additionally, if you already had to roll on this table, take the previous result and add it on top of that.
For example, Bob the Fighter is at 1 HP and takes 5 damage. So he rolls 1d6 and adds +4 to the roll.
If he already had rolled on this table once and got a score of "5", he adds an additional +5 to the roll.
You can also use Luck Points to shift the roll up or down by 1 per Luck Point, as with any other d20 roll.
Terms to Note:
Bleeding Out- If you are bleeding out, you have a number of rounds equal to your CON modifier+1 to staunch the flow of blood. This is done by succeeding a COG/Medicine check with a DC equal to X+the result rolled, where X is the damage that pushed you below 0 HP. For example, using the above example the DC is ([1d6]+5). Any healing magic automatically removes the Bleeding Out condition.
Dead Man Walking- If you receive this condition, you are going to die imminently. Only immediate high-level medical care or powerful magic can save you at this point. If you don't have either of those though, which you probably won't, you will die. Once this condition is received, you have a number of rounds equal to your CON modifier to act, then you die. If you don't have a CON modifier, you get 1 round, then you die.
Disadvantage- If you have this, roll twice and take the worse result.
Fatigued- Characters who have the fatigued condition go last in initiative and recover only 1 HP from a long rest. They also receive disadvantage on all checks and saves based on fast or agile movement.
by Julius Schnorr von Carolsfeld
Sharp Damage:
This table covers slashing, piercing, shredding, ripping. Anything from swords and arrows to teeth and claws. Stuff that rips gibbets out of your flesh.
1d20
1- Heroic Resolve. Just as it looks like you're going to be slit open like a fish, you do something suitably awesome, such as catching the blade between your palms, ducking under a decapitation or parrying a thrown knife with a sword. You recover 1d4 FS and are back in the fight.
2- Cool Scar. You take an injury to your face or any other part of your body you choose. If you survive, increase your CHA by +1 because of your cool new scar, up to 18.
3- Ugly Scar. You take an injury to the face or other visible part of your body. If you survive, you decrease your CHA by -1d3.
4- Serious Cut. You must save or be frightened. On a failure, you will immediately want to leave.
5- Appendage lost. You lose a small part of your body, such as a finger, ear, nose, or other extremity. If you take a wound to your face, reduce your CHA by -1d4. If you lost a finger or toe, reduce your DEX by -1d3.
6- Blood in my Eyes. You get cut on the face, damaging one of your eyes. You get disadvantage on all rolls involving perception or seeing things.
7- Crippling Slash. One of your legs takes serious damage and is hacked up. You have disadvantage on all rolls involving DEX.
8- Laming Cut. One of your arms is seriously cut. You can't use it anymore. Any roll that would require two hands is made with disadvantage.
9- Critical Slash. Someone nicked an artery or sliced open something that should have stayed together. You're Bleeding Out.
10- Leg Cut. One of your legs is damaged badly. Perhaps it is torn or cut off, or it is just dangling by a thread. You get disadvantage on all DEX and movement rolls. You are also Bleeding Out.
11- Disarming Strike. One of your arms is horribly savaged. It might be hanging by a thread or it might have been hacked entirely off. You are Bleeding Out.
12- Head Injury. The blade cut open part of your head or drove through a weak point in the skull or otherwise damaged your head. You are knocked unconscious for 1d12 rounds and are Bleeding Out from the head.
13- Mortal Wound. You are stabbed in the belly, have your entrails spilled, or are losing way too much blood to staunch the flow. You're a Dead Man Walking.
14- My Work is not Yet Done. You're cut from neck to navel, take a spear to the abdomen or get stabbed so many times you should be dead, and you are- but not yet. You fall unconscious for one round, then can stagger back up for a brief moment. You're a Dead Man Walking.
15-17: Instant Death. You are decapitated, stabbed in the heart or impaled on a lance. You are dead.
18-20+: Beyond a Shadow. You are cut to ribbons, sliced into fine pieces, slashed in two or otherwise made into mincemeat. You are dead. There is barely enough left to bury.
Bludgeoning Damage:
This table covers crushing, smashing, flattening damage. An Ogre's club or a falling boulder both inflict these. You can also use this one for fall damage.
1d20
1- Heroic Resolve. You escape serious injury and recover your second wind, doing something suitably awesome. You roll with the blow, bounce it off your shield or throw a devastating counter-punch. You regain 1d4 FS and are back in the fight.
2- Severe Bruising. The blow hurts, but its nothing you can't handle. Make all CON checks at disadvantage for 1 hour though, because you're still sore.
3- New birthmark. Decrease your CHA by 1 as the enemies' titanic blow breaks something on your face, then when it heals it is slightly malformed.
4- Blunted Grip. The hit rattles you. You make your next attack with a -2 penalty.
5- Painful. The impact shakes you to the core. It hurts like you wouldn't believe. You lose your next action.
6- KO. You are hit in the head and knocked out cold for 1d12 rounds.
7- Win by Knockout. You are hit in the head and it shakes your brain like a bowl of Jell-O. You're knocked out for 1d12 rounds and are Fatigued until someone examines you and succeeds on his COG check.
8- Crushed Foot, Smashed Knee. Your leg takes serious damage, fracturing or cracking in a way that it shouldn't. Your leg is out of condition and you'll have to hop or rely on crutches. You have disadvantage on all checks and saves based on DEX.
9- Broken Fingers, Cracked Ulna. Your arm takes critical damage, snapping or bending past the normal range. That arm is out of condition and can't be used for anything. Your have disadvantage on any rolls requiring two hands.
10- Concussion. You are knocked unconscious for 1d12 rounds. When you wake up, you have disadvantage on all rolls because of the damage to your brain.
11- Car Crash Victim. Your organs are bruised or the impact sliced open one a vein inside your body. You are Bleeding Out. You'll likely be coughing up blood or bleeding from the eyes or mouth.
12- Scrambled Brains. You take a massive blow to the head and your organs are smashed against your bones. You are knocked unconscious for 1d12 rounds and Bleeding Out. Additionally, when you wake up, you get disadvantage on all rolls.
13- Mortal Wound. Part of your chest was crushed or your throat was stamped on or your ribs were crushed and driven into your lungs. You're a Dead Man Walking.
14- Just Finish Him. You're barely standing after that last hit, crushed into a barely recognizable mass of shattered bone and mangled meat. You're a Dead Man Walking. Additionally, you have disadvantage on all rolls.
15-17: Instant Death. Your head is crushed like a grape, your brains splattered on a warhammer. You are dead.
18-20+: Beyond a Shadow. You are pulped, smashed flat, crushed into jelly, smeared across God's windshield. You are dead and there's very little of your left that is even recognizable as once part of a human.
Ballistic Damage:
This table covers gunshots, explosions and high-speed kinetic projectiles, such as shrapnel. If it moves faster than the human eye can perceive and isn't an arrow, plasma bolt or laser, it's probably here.
1d20
1- Heroic Resolve. You escape serious injury and get your second wind, doing something suitably awesome in the process. You duck at the last moment, beat your opponent in a draw contest or don't flinch as a bullet whistles by your head, neatly missing. You regain 1d4 FS.
2- Too Close for Comfort. That last shot nearly killed you. You must immediately make a COG save. On a failed save, you become frightened and will want to flee from the battle at the earliest possible opportunity.
3- Disarmed. The bullet hit near enough to you or struck your weapon in such a way that you must immediately make a CHA save. On a failed save, the weapon you're currently holding is destroyed by the impact. If you saved successfully, the weapon is instead knocked out of your hand and you will have to recover it. Note that if the weapon you're holding could not be destroyed by that last hit, automatically count it as a successful save.
4- Cracked Armor. The last impact damages your armor, if you have any. If you don't, count this roll as 1 worse. If you do armor, reduce its effectiveness permanently by -1d6.
5- Just a Flesh Wound. You get hit, but it's in a survivable area. You must save or be stunned as your body starts to go into shock. If you fail your save you lose your next action, but otherwise are fine.
6- Internal Pollution. You get hit and the bullet punctures one of your organs, causing internal contamination. You must save immediately and each day this wound isn't repaired to see if you develop some sort of horrible infection.
7- Hole in the lining. The bullet grazes an important blood vessel or artery as it tears through you. You're Bleeding Out, but at a rate of minutes instead of rounds.
8- Calf Injection. You take a shot to the leg. You can't use it anymore, and any roll that requires DEX is made at disadvantage.
9- Forearm Fracture. You take a shot to the arm. You can't use it anymore. Any roll requiring both hands is made at disadvantage.
10- Crippling Shot. Your leg is torn to shreds, dangling by a thread or blown clean off by a massive impact. You can't use it for anything and make all rolls requiring DEX at disadvantage. You're also Bleeding Out.
11- Shattering Round. Your arm is ruined, ripped off, or hanging by a thread. You can't use it for anything, and rolls requiring two hands are either impossible or made at disadvantage, Referee's Discretion. You're also Bleeding Out.
12- Swiss-Cheese Brain. You take a shot in the head, but somehow don't die. You're Bleeding Out from the head and must save or be knocked unconscious for 1d12 rounds.
13- Mortal Wound. You get hit in a place that people don't recover from. Maybe you take a bullet to the stomach or get a hole torn in your lung or get a bullet lodged in your head. You're a Dead Man Walking.
14- He was dead, I saw it. You take a bullet in a way certain to kill you. You're a Dead Man Walking, plus you're knocked unconscious for 1 round. After that, you manage to stagger back up, act once more, then die all over again.
15-17: Instant Death. You get shot through the head, have a hole the size of a trashcan blown through your chest or get your legs blown off in an explosion. You are dead.
18-20+: Overkill Death. You are riddled with lead, blown to bits or cut to ribbons by flying debris. You are dead and pieces of you are likely going to keep turning up for weeks in the most unexpected of places.
Burning Wounds:
This table covers damage that dissolves or otherwise removes flesh- fire, acid, lasers, plasma; anything caustic or hot enough to break down the bonds keeping you together.
1d20
1- Heroic Resolve. You escape serious injury and do something suitably awesome in the process. You dodge out of the way at the last second, leap through the flame with only singed hair, or otherwise escape a fiery demise. You recover 1d4 FS and are back in the fight.
2- Hot Flash. The fire superheats the air near you, causing your head to swim. Succeed on a CON save or fall unconscious for 1 round.
3- Never Say Die. The flames consume your armor, utterly destroying it if it's made of something that could be burned (unless it's magic). If it's made of metal, it becomes superheated and does damage to you unless you immediately take it off. Either way, it's ruined and will need to be repaired before it's used again. But you still manage to avoid serious injury.
4- Burned but not Out. Your hair, clothing and anything burnable on your body is set alight. You're bald and seared, but still alive.
5- Ash in my Eye. The fire burns your face, damaging one of your eyes. Until you get it fixed, you make all checks or saves based on perception at disadvantage.
6- Smoky Throat. The heat burns your tongue, mouth and throat. Save or be unable to speak until you get it fixed. Spellcasting is also impossible, as you cannot properly enunciate the verbal component of the incantation. This does not apply if you are aa Psychomancer or some other type of caster that doesn't need to speak to cast spells.
7- Burned Horror. Your face is horribly burned, and if it heals, will be a mess of scar tissue. You halve your CHA score and get a permanent -1 to all reaction rolls against hostile or unfriendly creatures. On the bright side, until you get reconstructive surgery, you get a +2 bonus to all checks made to intimidate.
8- Smoke Inhalation. Your throat and face are ruined, and your lungs are burned by the hot smoke. You are Bleeding Out, though this countdown is from suffocation and the damage to your throat, and probably not from actual blood loss. On top of all that, you're Fatigued until you are able to breathe properly again.
9- Scarred Mitts. Your hands are charred badly, the fingers burned entirely off or reduced to nubs of inflexible scar tissue. You lose -1d6 DEX and make all checks based on manual Dexterity and attack rolls at disadvantage.
10- Engulfed. You are surrounded by a column of flames, your clothes melting and sticking to your clothes. You take +1 damage from all physical sources until you receive healing and must immediately save or pass out for 1 round from the pain.
11- Cut by the Roar. Your senses are destroyed by blistering heat. Your nose is burned off and your inner ears are damaged badly. You are deafened and make all rolls based on perception at disadvantage. Spellcasting is impossible since you cannot hear yourself, thus cannot enunciate properly. The Psychomancer exception applies here. Also, you lose -1d6 CHA because of the damage to your nose.
12- Cooked from the Inside. Your lungs are burned black and your face is destroyed. You get a -1 penalty to all reaction rolls from Hostile and unfriendly creatures. You lose -1d8 CHA and have disadvantage on all rolls based on CHA until you get healed. You are also Bleeding Out as you cannot breathe properly, and fatigued until you can breathe properly.
13- Mortal Wound. Most of your skin is burned off. You're a Dead Man Walking.
14- Ashy Corpse. Most of your flesh has been cooked away, leaving bits of white showing through the ashes. You fall unconscious for 1 round, and when you get up, you're a Dead Man Walking.
15-17: Instant Death. You're burned to death, seared by acid or partially dissolved. You are dead.
18-20+: Overkill Death. You're burnt to ashes, dissolved into an organic soup or disintegrated into a pile of organic dust. You are dead. There might not even be enough of you to fill a shoe box.
Shocking Wounds:
This table covers lightning, necrotic, psychic or cold(?) damage. Anything that represents a severe disruption to the body's system but doesn't usually leave any large, physical wounds.
1d20
1- Heroic Resolve. You escape serious injury and do something suitably awesome in the process. You tank the taser's impact and don't flinch, you shake off the magi's attack, your proud soul repels the damaging effect. You regain 1d4 FS and are back in the fight.
2- Kicks like a Mule. You lose your next action.
3-5 Thunder-powered Suckerpunch. You are knocked unconscious for 1d12 rounds.
6-7 Down for the Count. You are knocked out for 1d12 rounds. You are also fatigued until someone examines you and passes a COG or Medicine check.
8-9 Take my Breath Away. The assault on your body leaves your respiratory system struggling to keep function. You're Bleeding Out, though you might not actually be bleeding. Additionally, you're Fatigued until you stop Bleeding Out.
10- Fried your Brain. Your cognitive faculties have been damaged. You have disadvantage on all rolls until you're healed.
11- Brain over Easy. Your mind has been jostled, and your grey matter's probably seen better days. You are knocked unconscious for 1d12 rounds and when you wake up, you have disadvantage on all rolls until you're healed.
12- System Failure. You've suffered internal damage or are experiencing organ failure. You're Bleeding Out and may be coughing up blood or oozing blood from the eyes, ears and mouth.
13- Catastrophic Systems Failure. You have suffered a serious brain injury, or something similar in severity. You're Bleeding Out and have disadvantage on all rolls. Blood gushes from your eyes and mouth as you stagger toward your end.
14- Your respiratory system and heart are pushed to the brink, then beyond. You're a Dead Man Walking.
15-17: Instant Death. Your heart stops, your brain is overloaded, you experience multiple catastrophic organ failures. You are dead.
18-20+: Overkill Death. Lightning chars you to a crisp, your mind is flayed by intangible energy, your soul is torn away in a tide of quiet corruption as your body peacefully shuts down, every system failing simultaneously. You are dead and your body is reduced to a fractured, hollow shell, unsuitable for any soul to inhabit.
Toxic Wounds:
This table covers things that do damage that isn't immediately obvious, such as poison, radiation or disease.
1d20
1- Heroic Resolve. You escape serious injury and do something suitably awesome in the process. You shrug off a blast of harmful gas, push through the choking fumes or survive a dose of toxin that would have flattened any normal man. You regain 1d4 FS and are back in the fight.
2- Shaken, not Stirred. You avoid most of it, but this is clearly a rancid substance. You must immediately succeed a save vs fear or attempt to flee from the source of the contamination.
3- Sickened. Your defenses are damaged. You make your next save against this toxin with disadvantage.
4- Adverse Reaction. The toxin you were exposed to is something clearly designed to destroy, as you are acutely aware, having experienced it personally. You make your next save against it with disadvantage and must save vs fear or immediately attempt to retreat from the source of the contamination.
5- Makes Me Sick. Your body attempts to purge the toxin from your system. Succeed on a CON save or immediately lose your action as you puke your guts out.
6- Internal Distress. You are nauseous and not feeling you. You are Fautigued until someone spends an action seeing to you and passes a COG or Medicine check.
7- Damaging to the Body Politic. Your weakening and failing body forces on all of your allies, and those who are not immune to the contamination affecting you, a save vs fear. On a failed save, those creatures will immediately flee, or at least option a strategic retreat, as this is clearly unsafe and hazardous to the health of others.
8- Damaged Defenses. You have disadvantage on your save against poison from now on. If you had advantage on saves against poison, you instead lose that ability.
9- Tainted blood. You can only regain HP from taking a long rest, and only regain 1 HP per night of rest.
10- Get it Out. Your body is attempting to purge the toxin. You sweat foul-smelling blood, Bleeding Out at a rate of minutes instead of rounds.
11- Internal Rupture. Something inside of you has stopped working normally, drowning in filth. You're Bleeding Out while you cough up foul-smelling gunk and blood.
12- Bad to Worse. Your body has been flooded by horrible substances. You're Bleeding Out and even if you survive, you gain permanent disadvantage on saves against poison. If you had advantage on saves against poison, you instead lose that ability.
13- Putrefying Flesh. Your body is polluted beyond repair, your organs failing. You're a Dead Man Walking.
14- Liquefying Innards. Your body is choking on poison, being swallowed by corruption. You're a Dead Man Walking, plus your body is dying rapidly. Creatures who are not immune to whatever toxin did this to you must save vs fear or immediately flee the source of the contamination.
15-17: Instant Death. You vomit blood and keel over, your skin begins flaking off, you clutch your chest and drop onto your face. You are dead and it looks bad.
18-20+: Overkill Death. Your flesh liquefies before your opponent's eyes, your skin peels off to reveal flesh sizzling from invisible fire or you gush black, foul fluid from every orifice and collapse in a pool of poisonous gunk. You are dead and as deaths go, this one looks much worse than what most others would suffer. Even if reanimation is possible, this body would be completely unsuitable.
Healing Rules:
Ordinary Healing without Horrible Wounds:
There are two types of rests you can take.
A Short Rest takes an hour. This is a lunch break. When you take a Short Rest you can, if you eat food, recover up to 1d6+[your level] Fighting Spirit. You need at least an hour of uninterupted rest and food to take a Short Rest.
A Long Rest takes 8 hours. This is sleeping for at least six hours, resting by the fire, eating some food, etc. You need at least 8 hours of rest and food for something to count as a Long Rest.
Depending on the conditions you are resting in, you can recover a different amount of HP.
If you are camping or sleeping rough, you recover X HP, where X is your CON modifier or your Bushcraft/Survival skill, whatever is higher. You regain a minimum of 1 HP. You can also regain 1d6+[your level] FS.
If you are resting in comfortable conditions, then you regain 1d6+X HP, where X is your CON modifier (minimum of 1). You can also recover an additional +Y HP, if you are being attended to by a Physician or someone with training in Medicine. In this case, Y is the COG modifier or skill level of the person caring for you. And for our purposes, comfortable conditions mean a place with a roof over your head, a bed or comfy futon and hot food.
If you are resting in luxurious conditions, then you regain 1d6+2X HP, where X is your CON modifier (minimum of 1). The same rules for being attended to by a Physician apply. Luxurious conditions are anything above comfortable. Silk sheets, expensive medicines, hearty food and warm clothes will do wonders for you.
Now, rules are different if you have certain conditions or Horrible Wounds.
from here
If you are Fatigued, then taking a Short Rest only restores 1 FS and a Long Rest 1 FS and 1 HP. However, a Long Rest will remove the Fatigued condition.
If you suffered a Horrible Wound, then you must rest for a number of days equal to the result you rolled on the Horrible Wounds table, minus your CON modifier. For example, if Bob rolled a 13 and has a CON modifier of +3, he must rest 10 days to remove his Horrible Wound. After this, he will be back at 0 HP and will heal as normal.
Medical Care can reduce this X, where X is the level of care available at this facility or the skill of the Physician/Wise Woman/Medicine Man.
For example, if Bob rolled a 13 and has a CON modifier of +3, but is being treated at a 21st century hospital, he must rest 6 days to remove his Horrible Wound.
by Allison Lily
Infection:
If a player-character takes HP damage in a fight, then that characters's body has actually been damaged. Adventurers and other experienced warriors automatically know that they need to treat wounds, though they might not know about Germ Theory, depending on the setting. This is assuming Germ Theory is in effect, course. But they will know that wounds need to be treated.
If a character doesn't bandage up his wounds after an encounter must make a CON save. On a failed save, that wound will become infected. This means a character's soul has become weakened enough for a disease spirit to enter his body and begin parasitizing his life-force and damaging his body. This manifests as the character recovering less FS and being infected with a disease.
Diseases can be cured through medicine, though depending on the setting, non-magical medicine may be crude and dangerous, or the Disease Spirit can be removed magically. Sometimes this is done through negotiation, such as providing a better host, bribing the spirit with something else it wants or through exorcism, where the spirit is forced to leave the body.
Horrible Wounds can also get infected too, of course.
Scars:
Scars in a game sense refers not just to permanent marks, but permanent injuries that alter what a character can do. When a character receives a Horrible Wound, he must make a CON save once the immediate danger of him dying has passed. On a failure, he receives a Scar. If he receives medical care within 1 day of receiving a Horrible Wound, he will not receive a Scar unless something goes horribly wrong.
Depending on where he was damaged, roll on the appropriate table below:
Arm/Hand:
1d6
1- Broken Finger. You decrease your DEX by 1d4 for 1 month. After 30 days, the finger is healed and you regain the points of lost DEX.
2- Shattered Hand. You decrease your DEX by 1d6. You have disadvantage on all checks and saves that require 2 hands. After 1d3+1 months, your hand is healed and you regain the points of lost DEX.
3- Broken Arm. You decrease your DEX and STR by 1d6. You have disadvantage on all checks and saves that require two arms. Some may also be impossible. After 1d6+1 months, your arm is healed.
4- Severed Finger. You decrease your DEX by 1d4.
5- Damaged Hand. Your hand is shorn in half, impaled or otherwise seriously damaged. You decrease your DEX by 1d3.
6- Severed Arm. You halve your DEX and decrease your STR by 1d6. You cannot perform checks or saves that require two hands.
Leg:
1d4
1- Broken Foot. You decrease your DEX by 1d4. You have disadvantage on all checks and saves that require agility or fast movement. You will also likely require a cane or crutches. After 1 month, your foot is healed and you regain the lost DEX.
2- Broken Leg. Halve your DEX. You have disadvantage or cannot perform (Referee's Discretion) checks or saves based on agility or fast movement.
3- Severed Foot. Decrease your DEX by 1d4. You will likely require a cane and a prosthetic.
4- Severed Leg. Halve your DEX. You cannot walk, unless you have a prosthetic and likely, a cane or staff to lean on.
Torso:
1d6
1- Giant Scar. You lose 1d2 CON. Depending on your appearance, showing people your scar may make you look weak, or it may make you look like a total badass. Either way, it's gruesome.
2- Cracked Ribs. You decrease your CON and STR by 1d3. This lasts for 1d3 months, after which you ribs heal and you regain your lost ability score points.
3- Broken Collarbone. You decrease your CON by 1d4 points. Every time you are hit, you must save or break your stance from the intense pain, giving your opponent advantage on their next attack against you.
4- Internal Damage. Your chest has been pierced, doing damage to your innards. You lose 1d4 CON and gain disadvantage on 1d3 [1= Saves vs poison; 2= Saves vs disease; 3= Saves vs hallucinations.]
5- Collapsed Lung. Halve your CON. You have disadvantage on all checks or saves based on endurance.
6- Broken Spine. Decrease your DEX by 2/3rds. You cannot walk and have disadvantage or are completely unable to perform (Referee's Discretion) checks or saves based on DEX.
Head:
1d4
1- Facial Scar. Decrease your CHA by 1d4. You gain a +1 bonus to intimidation and gain a reputation for being a brute or a savage. This reputation may be unearned.
2- Facial Disfigurement. You lose your nose, an ear, or otherwise have your face horribly damaged. Halve your CHA. People will avoid looking at your face from now on. You gain a +2 bonus to intimidation. Children will tell stories about how you are a monster behind your back, and young men will make up wild tales of how you received your scar.
3- Amnesia. You forget the last 1d6 [1= 1d12 days; 2= 1d10weeks; 3= 1d8 months; 1d6 years] of your life. Purge your Memory slots of anything that occurred with those dates. Muscle memory and other things the Referee permits remain.
4- Brain Injury. Your brain has been damaged. Roll on the sub-Table below.
Brain Injury sub-Table:
1d6
1- Inability to regulate mood. You gain a Conviction that says, "I have difficulty controlling my emotions, experiencing surges of 1d4 [1= Rage; 2= Anxiety; 3= Sorrow; 4= Fear] at bad times."
2- Difficulty with fine motor control. You lose 1d3 DEX.
3- Cognitive difficulties. You 1d4 [1= Find it hard to write; 2= Find it hard to remember; 3= Find it hard to speak; 4= Find it hard to think.] You have disadvantage on checks and saves based on whatever you cannot do as well.
4- Erratic Sleep. Whenever you take a Long Rest, you must save. On a failed save, you toss and turn all night and don't get any benefit from the rest.
5- You gain the Conviction, "I am prone to panicking. If a situation starts to spiral out of control, I freak out."
6- Easily Distracted. You gain the Conviction, "I have difficulty doing monotonous things for long periods of time.
These rules are entirely copied from Arnold K's, with very little changes. For more information, consult his original post, linked at the top.
Whenever a character receives a Horrible Wound, he should write a number next to his name equal to the result rolled minus 20. For example, if he rolled a 13, he should write a "7".
Whenever the opportunity for a character to retire comes up, the character should roll 1d20. If the character rolls under or equal to the written number, the character decides to keep adventuring. If the character rolls over that number, the character retires and leaves this life behind them.
Characters on an Epic Quest may receive an appropriate bonus to their d20 roll. Characters who are presented with an especially attractive offer, such as a luxurious mansion on a tropical island frequented by college co-eds, may receive an appropriate penalty.
Once a character retires, he can choose to pass down his spells or magic items to the other members of his party or to someone else. If he wishes, he can give them to a henchmen or hireling and promote that hireling to player-character.
Apprentices:
If a player-character is at least level 3, that character can take on an Apprentice. An apprentice is a level 1 Adventurer in the same class as you, with basic equipment. Apprentices gain +10% experience points when they adventure alongside their mentor, though they will always remain at least 1 level lower than their Mentor.
Another player can choose to play as an Apprentice, or Apprentices can be NPCs. An NPC Apprentice doesn't need to be paid, though he does need a share of the treasure and his expenses paid for, assuming you aren't paying him so he can take care of his own expenses.
An Apprentice NPC is highly unlikely to abandon his or her mentor and will obey any order given to them, except orders suicidal, shameful or those the Apprentice would personally object to. Additionally, if ordered to do something the Apprentice doesn't want to or doesn't think is right, the Apprentice must check morale or disobey.
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