Death & Dismemberment

Here I am, considering whether to adapt and use a Death and Dismemberment Table for LotFP.
Adapted from the Skerples Death & Dismemberment Table.

The Death and Dismemberment Table

Death and Dismemberment Roll (X): 1d12 + Lethal Damage + Number of Current Injuries

The effects are cumulative. If a PC with -8 HP and no current Injuries/Fatal Wounds rolls a 10 on a d12, to the leg, they take 4 Fatal Wounds, the leg is Mangled, and then Disabled for 18 days. If they took a further 1 point of damage (-9 HP), they would roll 1d12 +9 (Lethal Damage) + 1 (Mangled) +1 (Disabled) for 1d12+11.

Roll1 Arm2 Leg3-4 Torso5-6 Head
1+Disabled X DaysDisabled X DaysCracked Ribs X DaysConcussed X Days
11+1 Fatal Wound, Mangled 1 Fatal Wound, Mangled1 Fatal Wound, Crushed1 Fatal Wound, Skullcracked
16+X-15 Fatal WoundsX-15 Fatal WoundsX-15 Fatal WoundsX-15 Fatal Wounds
Acid/FireCold/FrostLightningMagic
1+Burned X DaysFrostbite X DaysBurned X DaysAnathema X Days
11+1 Fatal Wound, Save or Blind1 Fatal Wound, Frozen1 Fatal Wound, Save or Deaf1 Fatal Wound, Save or Marked
16+X-15 Fatal WoundsX-15 Fatal WoundsX-15 Fatal WoundsX-15 Fatal Wounds

Fatal Wounds

A PC has 3 rounds to clear all their Fatal Wounds, or they die. They can attempt to remove a Fatal Wound at the end of their turn by rolling a 1 on a d6. An adjacent ally can attempt to remove a Fatal Wound by spending their turn doctoring the wounded PC and then rolling under half their Intelligence. Up to two allies can help at once, but no more (although they might lend bonuses to the roll), and only two Fatal Wounds can be removed per round by doctoring, no matter how many allies are present.

Magical healing removes 1 Fatal Wound per 2 points of HP it would normally restore.

PCs with Fatal Wounds are unconscious. This does not mean they are quiet or asleep (they can be screaming their heads off, clutching their stumps, etc.), but it means that they cannot take any conscious or deliberate actions. No shouting advice, no hopping away, nothing helpful or useful or sensible. Remind them of that. If they try anyway, they automatically fail their next Fatal Wound roll.

An allied PC can run over to a wounded PC and help them in the same turn provided they act without hesitation. If they delay (other than to ask the GM to clarify what they see), they run over and help on the next turn.

Injuries

The Death and Dismemberment table is not the only way to gain these Injuries. Injuries gained by any means count for the Death and Dismemberment Roll.

Anathema: Cannot benefit from magical healing or be the target of helpful magic.

Blind: Cannot see. -8 penalty to Attack and Armor Class. Automatically hit by some attacks (cones of fire, poison clouds, thousands of arrows, etc.), which is to say you automatically fail Saves vs. Breath Weapon.

Burned: Cannot wear armour. If the PC has also suffered a Fatal Wound from the same attack that Burned them, they must also Save vs Poison or permanently lose 1d6 Charisma. If they pass, they gain an Interesting Scar.

Cracked Ribs: The PC’s maximum HP is reduced by one-third (rounding unfavorably).

Crushed: Save vs Paralyze. If they fail, roll on the table below. If they pass, they gain an Interesting Scar.

  1. Permanently lose 1 Strength
  2. Permanently lose 1 Dexterity
  3. Permanently lose 1 Constitution
  4. Crushed Throat. Cannot speak louder than a whisper
  5. Crushed Guts. Constitution is 4 for the purposes of holding your breath. Can swim; can’t dive.
  6. Broken Spine. Paralyzed from the neck down. Save to recover after 1d6 days. If failed, Save again after 1d6 weeks. If both Saves are failed, the PC is permanently paralyzed.

Concussed: The PC’s Dexterity becomes 4 for Initiative purposes. Spells have a 1-in-6 chance of failing.

Deaf: Cannot hear. If ambushed, always last in Initiative order.

Disabled: The injured limb becomes unusable. A Disabled arm cannot hold anything; held items are dropped. A Disabled leg cannot support the PC’s weight; they fall prone, and their movement speed is halved. A PC with two Disabled legs but two working arms can crawl at 1/20th their normal movement speed.

Frostbite: The PC’s Dexterity becomes 4 for the purposes of delicate tasks (card tricks, lockpicking, tying shoelaces). Fingertips, ears, and nose go black and may fall off.

Frozen: Save vs Paralyze. If they fail, roll on the table below. If they pass, lose 1d6 digits (randomly chosen, use a d20). Lost digits are still attached, but will snap off or melt away.

  1. Lose 2d6 digits (random chosen)
  2. Lose all but 1 digit (randomly chosen)
  3. Lose both hands
  4. Lose both feet
  5. Lose both hands, both feet, and nose (-2 permanent Charisma)
  6. Lose both hands, both feet, nose, and eyes (-2 permanent Charisma, Blind)

Mangled: Save vs Paralyze. If they fail, they lose the limb. It is permanently Disabled. If they pass, Save again. If they pass this second Save, they gain an Interesting Scar. If they fail, they lose a digit.

Marked: Save vs Magic. If they fail, any magical attack against the PC automatically deals double damage, applies a -4 penalty to Save, or has a suitably nasty enhanced effect, like cursing their bloodline or stealing all their memories. If they pass, any magical attack against the PC automatically deals 1 extra damage or has a minor extra effect, like setting their hair on fire or cursing their dog. They also gain an Interesting Scar, usually known as a curse-mark.

Skullcracked: Save vs Poison. If they fail, roll on the table below. If they pass, they gain an Interesting Scar.

  1. Permanently lose 1 Intelligence.
  2. Permanently lose 1 Wisdom.
  3. Permanently lose 1 Charisma.
  4. Left eye lost. -1 to ranged attacks. If both eyes lost, Blind.
  5. Right eye lost. -1 to ranged attacked. If both eyes lost, Blind.
  6. Coma. Save to recover after 1d6 days. If failed, Save again after 1d6 weeks. If both Saves are failed, the PC is permanently unconscious.

Interesting Scars

The scar must be a mangled, gnarled thing, a worm of flesh buried under the skin. A gouge. Flesh warped and bent, like paint scraped before it fully dried. The player must describe their PC’s Interesting Scar. It provides a +2 bonus to Charisma when interacting with people who appreciate scars (barbarians, deep-cave salamanders, suitors attracted to danger, poets). They can also be used to identify you.

Scars can trump other scars. Generally, if comparing scars, it’s wise to start with the least interesting and work your way up. If anyone has a else more interesting scar (as judged by the table or a roll-off), they get the +2 bonus. Use the HD of the creature that inflicted the scar as a guide for which scars are more impressive. Alternatively, lie.