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.

The Result:

  1. Too close for comfort. +1 Death Dice
  2. Cut, bruised or marked, +1 DD
  3. Drop held item or +1 DD (if no held item, lose random from inventory)
  4. Slashing: Knocked prone, Piercing: +2 DD Bludgeoning: Stunned, 1 round, Fire/Acid: Shaken, 1 round Other: +1 Trauma or +1 DD
  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 reminder of the blow, +1 DD, +1 Trauma
  10. Take a Minor Injury (even), +2 DD
  11. Take a Minor Injury (odd), +2 DD
  12. Take a Minor Injury (even), +3 DD
  13. Take a Minor Injury (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…
  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

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):

Slashing

Minor: 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

Major: 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

Minor: 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

Major: 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

Minor: Odd - Jabbed, lose 1d6 max HP
Even - Shanked, attacker chooses which arm is disabled

Major: 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

Minor: 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

Major: IT BURNS, take 1d12 damage ongoing instead of 1d6

Poison/Necrotic

Minor: CON check vs. vomiting (stun) for 1d6 rounds, no benefit from Lunch

Major: ORGAN FAILURE, 1d4 CON damage each round, save ends

Cold

Minor: Frostbite, treat Dexterity as 4 due to shaking, Save or lose a random extremity (finger, toe, ear etc.)

Major: CHILL OUT, save or end up a solid block of ice. Hard impacts may require you to save vs. shattering

Lightning/Radiant

Minor: Stunned for 2d6 rounds

Major: HEART ATTACK, save or die. If you take lightning damage again in the next 1d6 minutes, make a Constitution check to revive

Psychic

Minor: Take Trauma equal to damage, suffer the MAJOR INJURY if you are already having a breakdown

Major: 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

Minor: Roll a random mutation, no benefits

Major: DOOMED, roll a random curse