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JaqueRabbit

[Paradise] - Harmful Injury Table

Jan 23rd, 2019
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  1. >[Injuries]
  2. Some Castes have larger Injury Tables than others due to Genetic Permutations. Please roll for the Relevant Injury Modifier for your Character. Negative Roll Modifiers to the current fight can stack with each other (Blindness in one eye + stab wound = -2 for current fight) but cannot stack together with injuries of the same type unless otherwise stated (stab wound + stab wound does NOT = -2). If one person rolls the same outcome twice, they do not receive an additional Negative Modifier but will take visible damage.
  3.  
  4. ALL of these injuries MUST be documented in profiles under 'Additional' following the Fight.
  5.  
  6. (General: 1d10)
  7. 1: You receive deep scratches; one of them scars (scarring beneath neck level) and you are required to take medication.
  8. 2. You receive a scratch on the face which leaves a scar and are required to take medication for your other injuries.
  9. 3. One of your horns is broken in two. (If both horns are previously broken or opponent is Human, Reroll).
  10. 4. You sustain an eye injury which forces you to wear glasses for the rest of your life.
  11. 5. Your hair is ripped out, forcing you to crop it short. If you do not have long hair or are bald, your scalp is clawed with sharp, troll talons, leaving residual scarring and causing one streak to grow back as albinistic due to follicle death/stress.
  12. 6. A swiping attack means that you go blind in one eye--it is visibly injured. (Results in a -1 for the rest of the fight.)
  13. 6a) If you receive this wound twice, you will go blind for the rest of the battle and it will result in an additional -2.)
  14. 7. A stab wound that pierces through your shoulder. Leaves scarring. (Results in a -1 for the rest of the fight.)
  15. 8. A stab wound which pierces your chest (non-lethal). Leaves scarring. (Results in a -1 for the rest of the fight.)
  16. 9. Broken jaw. You must remain in the hospital, ICly, for three IRL days. (Result in a -1 for the rest of the fight.)
  17. 10. You lose a limb. Though it may be replaced later by a metallic limb which has sensation and works roughly as well as your old limb, you've lost a part of your body that you can never get back. (Results in a -1 for the rest of the fight.)
  18.  
  19. (Humans: 1d11)
  20. 11. Sustaining an injury to your head has left you with the ability to hear the whisperings of Horrific Things just beyond the Veil. You gain the ability to commune with Horrorterrors.
  21.  
  22. (Rustbloods: 1d11)
  23. 11. Due to your near-death experience and your life flashing before your eyes, you gain the ability to commune with spirits.
  24.  
  25. (Bronzebloods: 1d11)
  26. 11. The bronzeblood gains the ability to commune with animals.
  27.  
  28. (Goldbloods: 1d11)
  29. 11. In an attempt to protect itself, your thinkpan has started working overtime. You the ability to lift objects of up to thirty pounds' weight psionically.
  30.  
  31. (Jadebloods: 1d11)
  32. 11. On the verge of death, your body surges to protect itself. If you are not a rainbowdrinker, you transform into one. (Reroll if Character is already a Rainbowdrinker).
  33.  
  34. (Ceruleans: 1d11)
  35. 11. A strong blow to the head has knocked your thinkpan hard enough to unlock a Psionic Ability. (Discuss with the Moderators.)
  36.  
  37. (Seadwellers: 1d14)
  38. 11. Your fins are shredded and are aesthetically mangled.
  39. 12. Your fins are torn from your face leaving heavy scarring and you must take medication for your wound.
  40. 13. One set of your gills (either on the neck or the ribs) has been damaged and no longer functions, leaving heavy scarring.
  41. 14. Due to the stress your body is under, dormant Bioluminescence has been activated. Parts of your flesh now glow your Blood Color.
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