Dice Whims
A Tabletop that makes you feel
Tables
Trauma Table
Id | Name | Effect | Interaction Effects | Battle Effects |
---|---|---|---|---|
1 | Dependency | You rely on others for decisions. | A trusted party member must decide your next social action. | A trusted party member must decide your next combat action. |
2 | Self-pity | You doubt yourself. | Reroll your next Interaction check, taking the lower result. | Reroll your next battle check, taking the lower result. |
3 | Ego Trip | You overestimate your ability. | Roll first for Interaction; GM announces Difficulty after. | Roll first for Action; GM announces Difficulty after. |
4 | Tangled Magics | Your emotions become unstable. | All Emotion Scores match your lowest until the next Rest. | All Emotion Scores match your lowest for this combat. |
5 | Guilt Trip | You avoid facing those you've wronged. | Cannot address/interact with the last person you spoke to for a day. | Cannot target your last combat target for the remainder of battle or next day. |
6 | Person Pleaser | You prioritize others over yourself. | Give a party member one of your weapons or items. | Give a party member one of your weapons or items. |
7 | Narcissist Smell | You emit an awful odor. | Automatically fail Interaction checks for first impressions or persuasion. | Automatically fail checks to hide or maintain stealth. |
8 | Minor Injury | You have a nagging wound. | The party votes on the nature of your injury. | The party votes on the nature of your injury. |
9 | Imitation | You unconsciously mimic others. | Mirror an ally’s last social behavior as your next interaction. | Mirror an ally’s last Action as your next Action, using your equipment. |
10 | Delirium | Your identity feels uncertain. | The group replaces one of your Talents until Rest. | The group replaces one of your Talents until Rest. |
11 | Mutation | A strange extra body part appears. | The party chooses an extra body part (e.g., ear, eye). | The party chooses an extra limb. |
12 | Jealous | You resent others' success. | Force a party member to reroll a Critical Success. | Force a party member to reroll a Critical Success. |
13 | Betrayal | You feel compelled to betray an ally. | Attack an ally in your next social Interaction. | Attack an ally in your next combat Action. |
14 | Avoidance | You withdraw from certain abilities. | Choose a Talent - you cannot use it for a day. | Choose a Weapon or Spell - you cannot use it in this combat. |
15 | Burden | You impose your struggles on another. | Choose an ally - roll d20s against each other. If they lose, they take -2 to all Mental Mastery rolls. | Choose an ally - roll d20s against each other. If they lose, they take -2 to all Mental Mastery rolls. |
16 | Paranoia | You distrust an ally. | Cannot share information or trust a chosen ally in social situations until Rest. | Cannot accept help or healing from a chosen ally in combat until Rest. |
17 | Infatuation | You fixate on a single thing. | You obsess over a particular topic, ignoring other matters for a day. | You target one enemy exclusively; even if they die, you keep attacking until convinced otherwise. |
18 | Instability | Your magic is chaotic. | Cast a random Spell from your list at a target chosen by the party. | Cast a random Spell from your list at a target chosen by the party. |
19 | Skepticism | You doubt everything. | Instead of rolling a d10 for your next Interaction Check, add +2. | Instead of rolling a d10 for your next Battle Check, add +2. |
20 | Isolation | You feel disconnected from others. | You are Apathetic - cannot use Empathy for the next day. | You are Apathetic - cannot use Empathy in this battle. |
Positive Conditions
Id | Name | Effect |
---|---|---|
1 | Overpowered | Choose one - double your Magic/Mastery Score or deal double damage. |
2 | Attuned | Your next spell casts twice. |
3 | Hidden | Obscured and cannot be targeted directly. |
4 | Elevated | Can only be targeted by Ranged Attacks or Melee attacks from other Elevated characters in an adjacent hex. |
5 | Enraged | Add an extra d10 die to your next Weapon roll. |
6 | Lucky | Reroll a single die and use the higher result on your next roll. |
7 | Brave | When you use your Physical Score, also add your Mental Score, and vice versa. |
8 | Prepared | Half the next damage you receive, rounded up. |
9 | Invincible | You cannot be reduced below 1 health. |
10 | Confident | You ignore your next Critical Failure and don’t roll on the Trauma Table. |
Negative Conditions
Id | Name | Effect |
---|---|---|
1 | Overwhelmed | Cannot use Magic Score during a roll. |
2 | Stressed | Cannot use Mastery Score during a roll. |
3 | Dissociated | Cannot use a Talent during a roll. |
4 | Disarmed | Cannot use a Weapon during a roll. |
5 | Apathetic | Cannot use Empathy. |
6 | Triggered | Cannot accept Empathy. |
7 | Stuck | Cannot Move. |
8 | Affected | Can use only a specific Emotion for a specific time. |
9 | Stripped | Disables Armor bonuses. |
10 | Traumatised | Roll on the Trauma Table. |
11 | Poisoned/Bleeding | Takes increasing damage each turn (in combat) or at a set amount of time (outside combat) until healed. |
12 | Exhausted | Can perform only 1 Action per turn and cannot make Reactions. |
13 | Unconscious | Cannot make Actions, Interactions, Reactions, or Move. |
14 | Fallen | Your Physical Score is halved. |
15 | Cursed | Your Mental Score is halved. |
16 | Clumsy | Your Skills Score is halved. |
17 | Injured | Roll on the Injury Table. |
18 | Weak | Your Weapon attacks deal half damage rounded up. |
19 | Frail | Your Spells deal half damage rounded up. |
20 | Hysterical | Maximum usable die is reduced to 3. |
Injuries
Id | Name | Effect |
---|---|---|
1 | Ghastly Scar | A deep, jagged scar mars a prominent part of your face or body, making you instantly recognizable. |
2 | Lost an Eye | One eye is permanently ruined, leaving you with a striking empty socket or a glass replacement. |
3 | Severed Arm | One of your arms is completely missing. Whether replaced or not, it's a permanent loss. |
4 | Severed Leg | One of your legs is gone, forcing you to rely on unconventional movement. |
5 | Mangled Hand | Your hand is crushed, leaving it gnarled at best. |
6 | Missing Fingers | Several fingers are gone, leaving your hand uneven. |
7 | Shattered Jaw | Your jaw was broken and healed poorly, affecting speech and facial movement. |
8 | Mangled Ear | A chunk of your ear is missing or twisted from a brutal wound. |
9 | Collapsed Ribcage | Your torso was caved in at some point, leaving you with a slightly sunken chest and occasional discomfort. |
10 | Torn Tendons | Your movements remain slightly stiff or uneven, affecting how you carry yourself. |
11 | Hollowed Cheek | A section of your face appears concave due to muscle or bone loss. |
12 | Cursed Brand | A permanent symbol or burn appears on your body, marking you with a past best left forgotten. |
13 | Damaged Voice | Your vocal cords were injured, leaving you with a rough rasp or hoarse tone. |
14 | Tattered Fingertips | Your fingers have been worn down, scarred, or permanently roughened. |
15 | Twisted Finger | A finger is permanently bent at an odd angle, evidence of a badly healed break. |
16 | Hunched Back | Your spine was damaged, causing you to walk with a permanent stoop. |
17 | Pierced Palm | A wound through your hand healed over but left a jagged, noticeable hole. |
18 | Aching Pain | You experience severe pain making everything you do uncomfortable. |
19 | Torn Nose | A portion of your nose is missing, permanently altering your profile. |
20 | Missing Chunk | A small piece of flesh, from your cheek, thigh, or elsewhere, is simply gone, exposing bone or muscle beneath. |