New Rules for D&D
The Good
If you give away a magic item to someone (who wants it) something good will happen to you.
If you make an NPC (Non Player Character) friend something good will happen to you.
If you come up with a thoughtful plan something good will happen to you.
If you save a teammate or NPC something good will happen to you.
The Bad
If you split off away from the group by yourself something bad will happen to you.
If you harm each other (even a slap) something bad will happen to you.
If you purposely sabotage or betray the group something bad will happen to you.
If you ask to skip forward in the story something bad will happen to you.
If you say Avendur with anything more than a whisper something bad will happen to you.
& The Ugly
If you drop to 0 HP you will have a semi permanent or permanent scar (mental or physical)
I will randomly roll for these unless one fits perfectly.
Physical Injuries (healing spells cure 1 hour of effect per HP gained)
Foot injury- speed halved (1d4 days)
Broken Fingers (1d6: 6 is the whole hand)- dis adv. on attack with off hand
Knee Injury- speed drops to 0
Fracture (body die)- Permanent extra 5 damage if hit there.
Poop your pants
Eye injury (1d6 days: on a 5-6 you lose the eye)
Broken Arm 1d6 weeks (disadvantage on attacks)
Facial scar
Lost tooth
Deafened (1d6 hours: 6 is permanent)
Jaw injury (mute 1d4 days)
Severed Finger (1d6: 5 is thumb, 6 is whole hand) -1 atk per finger permanent
Abdominal injury (1d6 days)- disadvantage on all physical checks and -10 speed
Infected wound (body die: poisoned for 1d6 days: amputation or death on the last day.
Bleeding wound (1d4 damage per round)
Deep gash (1d6 hours)- disadv. + scar
*Internal Bleeding (1d6 rounds)
Spinal Injury (1d12 days paralyzed: permanent on an 12)
Coma (1d8 days: 8 is permanent)
Head injury - take a mental affliction
D12 Body die
Head
Neck
Torso
Stomach
Left Arm
Left Hand
Right Arm
Right Hand
Left Leg
Left Foot
Right Leg
Right foot.
Mental Injuries
Exhaustion (1d4 levels)
Frightened
Paralyzed
Frozen Facial Muscles (1d4 rounds 1. Smile 2. Jaw shut 3. Eyes open 4. Eyes shut)
Whitened Hair
Trembling (1d6 rounds) disadv. On dex checks
Horrified- run away for 1d4 rounds
Waking nightmare (fighting and screaming 1d4 rounds)
Nightmares (1d6 days: 6 is permanent)
Hearing Voices (1d6 days: 6 is permanent)
Migraines (1d6 days) disadvantage on mental checks
Faint (1d4 times)
Poop your pants
Memory Loss (1d20 days) wis save <10=years <15=weeks
Seeing things (1d6 days: 6 is permanent)
Eyes change color 1. Red 2. Yellow 3. Blue 4.Green 5. Purple 6. Black (white if your color is rolled)
Covetous (1d8 days) a person or object that you can see; you want for yourself.
Magic Loss (1d4 spell slots)
Alignment change (flip coin) can be healed naturally over time.
Loss of faith- Lose a level (1d8 days: 8 is permanent)
Comments