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- Failure:
- Whenever a resurrection roll happens, if the dice lands between 0 and 25, your character dies and their contract is revoked.
- Severe debuffs:
- Whenever a resurrection roll happens, if the dice lands between 25 and 50, a severe debuff will be applied (alternatively, you can
- choose to let your character die, if you feel the debuff is too much) chosen from the following list:
- --(Dice number determines it?)
- 1- Develop an allergy/incompatibility to a revival treatment component: Unable to use revival again, contract is revoked.
- 2- Lose a limb of your choice: Right arm, left arm, right leg or left leg.
- 3- Become frail: all your bones/metal parts/hard tissue lose consistency and break with little impact, weak to physical, can't be repaired.
- 4- Become blind: Unable to see.
- 5- Become deaf: Unable to hear.
- 6- Become mute: Unable to speak.
- 7- Forget: Lose all of your memories with no chance of regaining them except for your name and your language.
- 8- Permanent wounds: Whenever wounded, your wounds won't close. You will experience blood/energy loss until you receive surgery.
- 9- Shrink: Revive as a smaller or younger version of yourself, lose any memories you have since arriving Port Lux.
- 10- Faulty: You need to constantly wear life support equipment (think an oxygen helmet, or an auxiliary engine). Taking it off seriously endangers your life.
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- 24- Self-injury: Choose among any severe debuff except "Complex case".
- 25- Complex case: Revive with no apparent downside. The next time you revive, pick 2 severe debuffs on top of whatever result you get.
- Simple debuffs:
- Whenever a resurrection roll happens, if the dice lands between 50 and 90, a simple debuff will be applied (alternatively, you can
- let your character die, if you deel the debuff is too much) chosen from the following list:
- 1- Little amputation: Lose a small part of your body. Player chooses which. A finger, an eye...
- 2- Weak psyche: Your character is now prone to panic in tense situations, reacts slower and worse than usual.
- 3- Bad eyesight: Your character doesnt see well from a distance or from too close by. Probably will need glasses.
- 4- Bad hearing: Your character can only hear loud noises and shouts.
- 5- Speech impediment: Your character stutters when speaking and tends to forget words.
- 6- Identity problems 1: Your character believes he is now a super hero and that he must act in a righteous white-knightish way at the slightest opportunity.
- 7- Identity problems 2: Your character believes he is a supernatural being (an angel, a demon, anything different to their original self).
- 8- Identity problems 3: Your character believes he is a machine (or organic, if originally a machine).
- 9- Identity problems 4: Your character gains an identity problem of your choice.
- 10- Too careful: Your character will be willing to avoid conflict from now on, only able to participate in it if cornered, even if provoked.
- 11- Too reckless: Your character becomes unable to feel danger, risk or fear.
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- 49- Little problem: Choose among any simple debuff except "Unexpected complications".
- 50- Unexpected complications: Revive with no downsides. Gain 2 simple debuffs on top of whatever you roll the next time you revive.
- Huge success:
- Whenever a revival dice is rolled, if it lands between 90 and 100, the character will revive with no downside whatsoever. On top of that, a severe debuff
- and two simple debuffs are repaired.
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