Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Sunday, 17 November 2024

Ability Scores as Origin Stories

A particularly 'high STR, low INT' adolescence

 Ability Scores as Origin Stories


3d6 down the line? Not this time. What if the process for rolling a character’s ability scores could be used to generate their backstory? This is the system for it. This system assumes a standard array of 6 ability scores - Strength, Dexterity, Constitution, Intelligence, Wisdom* and Charisma. Rolling for your ability scores is broken into three stages - childhood, adolescence and young adulthood. For each stage roll 6d6 (one for each ability) and a d30. The d30 will direct you to a notable event or mood in that stage of your character’s life. This event will influence how your ability scores are distributed for that life stage. Each event will determine to which of the six ability scores the highest and lowest of your d6 results must be placed. Once placed, the remaining four results of your 6d6 roll must be assigned to your other four ability scores. You may assign them in any order you wish but each ability must have a roll assigned to it, you cannot double up. Repeat this again for the other life stages, once complete your character should have their final array of six ability scores (made up from three dice, each rolled during a different stage of your character’s life) ranging from 3-18 and an interesting origin story to match them.


Some of the d30 table entries are vibes, some are specific events or a change in circumstances. You must interpret and detail them as you see fit. These events are a prompt, you are encouraged to expand on them or add personal touches to fit the evolving backstory. Your character’s circumstances may appear to change quite drastically between events, consider how this happened and why.


Results of 6 and 1 will often be the highest and lowest results of the 6d6 roll, these results will be directed toward a certain ability by your character’s life event. However, any additional results of 1 or 6 are special and represent something to your character and had some impact on their life. When assigned to a stat, any of these additional 6/1 results become Anecdotes. You, the player, should detail a life event or description to match their character’s extremely high or low ability at that age. For example, I have rolled two 6’s, two 1’s and two other middling results on my 6d6 roll for my character’s adolescence. The character’s life event means I must place the 6 in Intelligence and the 1 in Wisdom, that event is detailed. I could then place the 6 in Strength, stating my character ‘once pulled her drunken father from the village well’ to reflect this high strength stat, I then place the 1 in Dexterity and give the Anecdote; ‘but she failed to harpoon the jelly-beast that would mortally wound him the next summer’. The Anecdotes don’t need to be related but it can help your ideation. 


There remains the potential to roll six 6’s, six 1’s or six 3’s, so whatever your result on the d30 tables, it won't make sense. In such a rare instance that you roll so very well or so very poorly, feel free to ignore your rolled event and freely describe that stage in your wunderkind/blunderkind life - being overwhelmingly excellent, entirely average or otherwise. 


*For the sake of definitions, Wisdom refers to perception, will-power and affects saving-throws.


The Inciting Incident: 

Once you have completed the Young Adulthood stage and totalled your ability scores consider what was the inciting incident that led you to become an adventurer. It may be evident from your young adulthood event or it could be something different entirely. This is whatever propelled your character into action and should be based in the backstory you have assembled. It is also an opportunity to redirect the character’s personality to something you are more comfortable with. Remember, be dramatic. 


Optional Death Meme Rule: Because people like that you can die during Traveller's character creation system. Now you can in DnD. If any stat should total 3 by adulthood, the character dies. Tell everyone how. 


What if this for? Why?

It’s fun to roll on? Certainly, this has something to do with my nostalgia for detailed, random creation character creation - the 3.5 Hero Builder’s Handbook was a guilty pleasure when I was younger. But this system could prove quite useful for solo play or some kind of OSR campaign where characters don’t die frequently and begin play with detailed backstories () or for groups who enjoy both the character creation process and random generation. You might also use it to create interesting NPCs for your players to encounter. 


Now, on with the Childhood, Adolescence and Young Adulthood life event tables!



- Childhood d30:

    High Low

1. Strength → Dexterity

As a child, you were expected to work. You could carry heavy loads but were clumsy and often chastised for breaking things.

2. Strength → Constitution

Even from an early age your childhood was tough and full of hard work, the gruelling labour made you as strong as it did sick.

3. Strength → Wisdom

You'd pick fights with much larger children - it was foolish but occasionally you'd win.

4. Strength → Intelligence

A bit of a bully, when it came to who knew best you could only win arguments with your fists.

5. Strength → Charisma

What a big brute of a child you were! You had no friends - just cronies who were scared you'd duff them up.

6. Dexterity → Strength

As a child, you were always running, jumping, and dodging with surprising agility. That's how it had to be, you couldn't let the stronger kids catch you again.

7. Dexterity → Constitution

You were a pale, waifish child - graceful but sickly.

8. Dexterity → Wisdom

You'd often climb to great, precarious heights and sneak into places you shouldn't be or couldn't get out of.

9. Dexterity → Intelligence

You were always the fastest kid around, life was fast and fun but you couldn't focus on anything for long.

10. Dexterity → Charisma

You were a wild child who spent more time climbing, crawling and running than making friends.

11. Constitution → Strength

You were born small, no one thought you'd survive. You proved them wrong.

12. Constitution → Dexterity

You were such a clumsy child, covered in bruises and scrapes - you never cried though - too tough for that.

13. Constitution → Wisdom

Once as a child you became lost in the wilderness for several days. You were tough enough to survive but continued to get lost easily.  

14. Constitution → Intelligence

You were tough or had to become tough quickly. As a child, you worked hard and received no education at all.

15. Constitution → Charisma

You were tough, pain-tolerant to the point it made the other children think you weird - and weird you were.

16. Wisdom → Strength

Being small and weak in a tough home gave you a perception others lacked.

17. Wisdom → Dexterity

You knew there was going to be a terrible accident but you couldn't stop it in time.

18. Wisdom → Constitution

You were gravely ill and bed bound for most of your early childhood, only your willpower kept you alive. 

19. Wisdom → Intelligence

You had no home, you had to get wise quickly and when you're trying to survive there's no time to learn anything else.

20. Wisdom → Charisma

You often made observations aloud that adults and children didn't like.

21. Intelligence → Strength

Your scrawny arms weren't fit for work but it never stopped you carrying those books around with you.

22. Intelligence → Dexterity

You were hopeless at games so you spent your time observing the world or reading.

23. Intelligence → Constitution

You only ever stopped asking questions when you were asleep, which was often as you always felt tired.

24. Intelligence → Wisdom

You were a clever kid and you thought that was enough to get you by. 

25. Intelligence → Charisma

Even as a small child knew you were smarter than other children, you couldn't relate to them or even some adults. You spent much of your time alone.

26. Charisma → Strength

Folk were worried that such a small baby wouldn't live long, but as you grew you tried to waylay their worries with jokes, tales and joviality.

27. Charisma → Dexterity

The other kids loved you, you couldn't keep up with their games so they carried you. 

28. Charisma → Constitution

You were a fragile child and so quickly developed the ability to talk your way out of trouble and make friends with bigger children.

29. Charisma → Wisdom

You were able to convince your friends to sometimes do dangerous dares and challenges. Once you lead your friends into a very fraught situation but you were unable to 

30. Charisma → Intelligence

You could win over children and adult's with your charm and wit, but academic pursuits felt tedious and unengaging.



- Adolescence d30: 

    High Low

1. Strength → Dexterity

You tried to woo a potential paramour with your body but fell flat on your face.

2. Strength → Constitution

You fought off a beast. Folk thought you a hero but its bite left you with a lingering limp.

3. Strength → Wisdom

You became stronger but could be rather suggestible, your strength was a tool used by peers that didn't care for you. 

4. Strength → Intelligence

Book-learning felt difficult now, what became easier was throwing your rivals to the ground.

5. Strength → Charisma

Who needs a personality when you've got muscles?

6. Dexterity → Strength

You were more of a dancer than a fighter. Your moves impressed but your punches didn't.

7. Dexterity → Constitution

You were a sneaky kid and soon, by one means or the other, your mind turned to crime. Frequent trips to a jail cell left their mark on your constitution.  

8. Dexterity → Wisdom

You spent your nights dancing and smoking strange substances. Your body was lithe but your mind, foggy and addled. 

9. Dexterity → Intelligence

You fell in with a fast and loose crowd, life was full of tricks and japes. But soon things got serious… duels, brawls, crime and thievery. In these circles life was cheap and short - you were fast enough to survive but that’s all you focused on. 

10. Dexterity → Charisma

You would often slip away unnoticed from social situations, sneaking away to your favourite, most inaccessible spot.

11. Constitution → Strength

The gang thought you looked like an easy target for their 'fun' . They beat you terribly but you never let yourself fall down.

12. Constitution → Dexterity

You ate well and grew large but your size made you ungainly.

13. Constitution → Wisdom

Life was fun, you could partake in more libations and puffery than any of your friends. That said, the constant revelry made you groggy and greedy.

14. Constitution → Intelligence

Your body endured toiling and fighting remarkably - but your brain struggled with the challenges and lessons of your oncoming adulthood

15. Constitution → Charisma

The same gruelling work, day after day. There was no time for friendship, only continual toil.

16. Wisdom → Strength

The other kids might have teased you but church life isn’t so bad. It’s given you awareness and conviction others lack even if it hasn't done wonders for your muscles.

17. Wisdom → Dexterity

You were very lucky and lived through a terrible, magical event. After that, you adopted a reckless mindset—"If the gods decide my fate, why bother being cautious?"

18. Wisdom → Constitution

It was a near death experience - you thought you saw the other side. Neither you nor your body have ever quite recovered. 

19. Wisdom → Intelligence

You spent much of your adolescence in the company of wise or holy folk, your faith and mental vigour increased but you began to forget about the world and began to think dogmatically, rather than rationally.  

20. Wisdom → Charisma

You saw something uncanny, something that others couldn't see nor believe. You've been a bit odd ever since.

21. Intelligence → Strength

Your family found themself in a hard situation, you soon learnt it was better to scheme than to fight.

22. Intelligence → Dexterity

You found, or were found by, a mentor who taught you a great many things, even knowledge that others found verboten. When your mentor was in danger, you weren’t quick enough to help them. 

23. Intelligence → Constitution

Struck down by some condition in your adolescence, only books kept you company as you recuperated. 

24. Intelligence → Wisdom

You secluded yourself away in a musty room full of books and scrolls, your mind grew sharp but your wits grew dull.

25. Intelligence → Charisma

You were too curious for your own good, and after your weird relative told you some esoteric secrets about the world, you were never quite as normal again.

26. Charisma → Strength

You stood no chance if you encountered one of the local gangs so you started one of your own.

27. Charisma → Dexterity

You were immensely unpopular and soon learned how to dodge a punch.

28. Charisma → Constitution

You were struck down by a terrible and contagious disease but you were so beloved that your friends and family continued to visit and care for you. 

29. Charisma → Wisdom

You easily goaded your friends into doing something dangerous with you but someone got hurt saving your imperceptive, cowardly life. 

30. Charisma → Intelligence

You were very cocksure, thinking you were the best there was, lots of people agreed... that was till the smarter kids made you look like a fool. You remained popular, but your pride was wounded. 



- Young Adulthood d30:

    High Low

1. Strength → Dexterity

You saw they were in danger and rushed in, your strength was enough to save them but doing so left you with a lingering unsteadiness. 

2. Strength → Constitution

Life felt easy, you became stronger and few challenged you. Perhaps too easy, when that challenge came you realised you were much softer than you assumed. 

3. Strength → Wisdom

In a moment requiring action, you relied on your strength, only to find later you’d overlooked something and your effort was for nothing.

4. Strength → Intelligence

You committed a crime and were incarcerated.

5. Strength → Charisma

You grew to be tall and strong but after that one particularly ignominious incident, most considered you an oaf, a constant source of embarrassment. 

6. Dexterity → Strength

Whatever your calling, you seemed to attract altercation. When fights came, and they did, more and more, you never shied away. You relied on your skill and the maxim - defence is the best offence. 

7. Dexterity → Constitution

You spent time among the wealthy and swanned about during their ostentatious social events, you impressed many with your dancing, precision and finesse but the finer life didn’t build you any grit. 

8. Dexterity → Wisdom

You were easily enamoured, hopelessly romantic and would climb through second-story windows, perform stunts, anything to impress, you’d even steal if they wanted you to. 

9. Dexterity → Intelligence

Perhaps you regressed, or you never really grew up. Your young adulthood was fun, free and breezy.

10. Dexterity → Charisma

You became something of an outcast, a drifter, an exile. Travelling from place to place and always, always, quick on your feet.

11. Constitution → Strength

Stranded alone in some harsh environment, you body began to fail and wither away - only your innate grit and fortitude saw you through.

12. Constitution → Dexterity

You thought you were the toughest there was, your cockiness led you to defy some powerful and cruel people. You withstood some brutal punishment but they weren’t done with you yet, and you couldn’t escape their clutches. 

13. Constitution → Wisdom

You found yourself charmed, bewitched, commanded to work hard for goals that were not your own.

14. Constitution → Intelligence

You much grew to prefer a physical challenge over a mental one and your abilities and lifestyle grew to match that outlook.  

15. Constitution → Charisma

You went away for a few years. It was bad. And while you were tough enough to survive it, when you returned you never spoke about what happened - for a long time you rarely spoke at all. 

16. Wisdom → Strength

You acted when others, stronger and larger than yourself, were frozen with fear. 

17. Wisdom → Dexterity

You guided a group through a dangerous place, relying on your wits and determination to keep them safe. Though you overcame many dangers, not everyone made it - the experience left you wary, slow and hesitant to act without overthinking things.

18. Wisdom → Constitution

Circumstances began to unwind, slowly perhaps or swiftly in a great calamitous swoop. Either way, life became about survival - your wits and will grew sharper but the effects of the hardship you faced remains with you. 

19. Wisdom → Intelligence

You picked up some strange beliefs from a strange source, eschewing common knowledge. To the common folk, you seemed a fool, and to scholars, you were deranged - but your unusual perspective gave you an insight that few understood or believed. 

20. Wisdom → Charisma

You began to notice things others often missed and considered them foolish. You appeared wise, but aloof, strange and impersonal.

21. Intelligence → Strength

You sought some knowledge, skill or mystery with such vigour it left your body drained and neglected.

22. Intelligence → Dexterity

Some knowledge is better off not known at all. Whatever you learnt opened your mind but aged you beyond your years. 

23. Intelligence → Constitution

You travelled far in the pursuit of knowledge or skill but in that foreign land you were struck by a strange and debilitating sickness. 

24. Intelligence → Wisdom

You pursued knowledge relentlessly in young adulthood - your studies were only limited by temptations that your frequently lapse-prone willpower could not overcome.

25. Intelligence → Charisma

You'd debate the mysteries and wonders of the world with anyone who'd listen but fewer and fewer would.

26. Charisma → Strength

The many that pursued you were more interested in your personality than your body.

27. Charisma → Dexterity

Your young adulthood was pleasant. You charmed your peers at parties though you never, ever danced.

28. Charisma → Constitution

You couldn’t stand by any longer, neither could your fellows, leading them you stood up and challenged the status-quo - whether you succeeded or failed, you took a savage beating.

29. Charisma → Wisdom

You committed many faux pas but you made a lot of friends doing it.

30. Charisma → Intelligence

You flourished at parties and social events but you’d sneak away or bloviate when the conversation turned academic.


Here's a PDF copy, please share your results with the tables, I'd love to hear them!


Friday, 26 January 2024

Hackjack - An Experimental System of Death, Dismemberment and Blackjack

Hackjack, like Blackjack only your character will be horribly maimed and then probably die.


The Swimmer, Sir Sidney Nolan, 1966

Basically; when your character enters negative HP (and each time your HP decreases thereafter) you have to draw a card from a standard deck. Each card has its value (which I term death-score, aces are worth 1, face cards are worth 10) and an injury with attached mechanics. For example, an Ace of Diamonds has a death-score of 1 and would see the character receive a cool scar. Death-score is analogous to negative HP. A player places their cards in a drawpile where all the card numbers can be seen and totalled easily. Once the total value/death-score of the cards you have drawn exceeds 21, the character dies. Some cards come with Trauma and Blood. Blood can increase the death-score of subsequent cards and Trauma dictates how long a player will have to spend recovering after their near-death experience. If the character’s death-score  hits 21 exactly, that character's death-score resets to 0 but their wounds, Trauma and Blood pool remain. Unless a character receives massive damage (13 or higher), the death-score value of the card they draw remains the same, this will be detailed shortly. You will find all of the wound results for each card at the end of this post.


No 'tis but a scratch' jokes for you

Blood

If a character draws a card that has a Blood value, for example ‘Blood 4’, give that player 4 tokens (red is preferred) or a piece of paper that says ‘4 blood’. Have the player place the tokens or note apart from their Hackjack draw pile, this creates a ‘Blood pool’. If the player already has a Blood pool, add those 4 Blood tokens to it. The player now has a choice, on their next and subsequent turns they can either prevent themselves from bleeding, or risk transferring their Blood tokens/note over into their drawpile. If a character with a Blood pool takes damage and is not preventing themselves from bleeding, they must move their entire Blood pool into their death-score draw pile. If they are preventing blood loss, their Blood pool will remain where it is. Players who are preventing themselves from bleeding in this way cannot do anything but walk or defend themselves, characters who are not defending themselves are free to act normally, save for other wounds they may have accrued thus far. Each point of Blood added to the drawpile increases the player’s death-score by 1. Death-score increases in this way do not provoke additional card draws. A player should declare at the start of each round whether they are preventing blood loss or not.     


Trauma:  

Trauma represents significant bodily harm, this value helps to calculate how long a character will take to recover from their injuries. Trauma does not accumulate like Blood, a character’s Trauma score will only increase if they draw a card with a higher Trauma score than they currently have. For example, if a character draws a card that has a Trauma value of 2, compare it to their current Trauma score, if the Trauma on the card is higher than their current Trauma score give that player 2 tokens (black is preferred) or have them make a note on their character sheet - if the Trauma on the card is lower than the player’s current Trauma score, make no change. Trauma does not increase a player’s death-score. A character's recovery time is rolled for when a character has their death-score healed (when they have 1 HP or greater) or they rest for the night/8 hours. Compare the Trauma score to the below table and roll the matching number of dice. For example, a character with a Trauma score of 3 would have a recovery time of 2d6 weeks. The recovery time begins when the character has reduced their Blood pool and death-score to 0, if healing via sleep alone this can take some time (depending on your system). 


Trauma 

Recovery Time 

0

Whatever recovery time/procedure is detailed for the wounds received.

1

1d6 days

2

1d6+6 days

3

2d6 weeks

4

2d6+6 weeks

5

2d6+1 months

6+ 

2d6+6 months

              


Removing Death-score, Blood and Trauma

As stated, a player's death-score (including Blood) is analogous to negative HP, as such it can be healed away in the same fashion with 1 HP of healing removing 1 point of death-score or Blood. A character's Blood pool is always healed first. For example, a player with a death-score of 13 and Blood pool of 3 is healed by a cleric for 6 HP, their death-score is now 10. This procedure works with all methods of healing. When a player reaches 1 HP they can roll to check their recovery time as detailed above. Practically, as a player’s death-score is healed, remove tokens first before dealing with the cards themselves. If any cards are ‘split’ by healing, i.e. a character whose draw pile has one card with a value of 4 and is healed by 2 HP, remove the card and give the player 2 tokens to represent the remaining death-score of 2. Otherwise, record the death-score as a number on the player’s character sheet and tally it off that way. Trauma can only be removed by undergoing recovery or with high level healing magic.



Massive Damage:

For some sources of damage a death-score of 10 just isn’t high enough. If a character receives damage higher than 13, then that damage value will override the card’s death-score value. For example, if a character with a death-score of 3 takes 17 points of damage from a giant's hurled boulder, and they draw an Ace, their death-score increases by 17, not 1, to an unenviable total of 20. In these instances, it is necessary to supplement the drawn card with an additional token (or tokens) to indicate the difference between the card and the actual death-score. For example, if the death-score exceeds the drawn card's value by 5, that player can be given 5 tokens or a note as with similar procedures around Blood.


If a character with positive HP recieves damage that would place their HP below -21, they die instantly. If a character with positive HP receives damage that would place them below -13 HP, they begin the Hackjack minigame by drawing a card and setting their death-score to the value of their negative HP. For example, a character with 7 HP is caught in a bomb blast for 22 damage. Their HP would be -15, this unfortunate character would draw a card, apply the wound and add the difference between the card and their negative HP to their death-score in the form of tokens or a note. 



But why? Why did I make this minigame? I wanted a system that took some of the meta aspects of death and dismemberment away and added others. I wanted to make things slightly less predictable and make that unpredictability fun in trying to predict. For example, when dealing in true negative HP, like regular HP, you can kind of guess how long it will take a series of d6 attacks to kill you. Therefore, the card based, blackjack gimmick. And it is a gimmick; I want players trying to count cards, weighing up their odds, hoping for a forgiving suite, cheering when they draw an Ace and gurning at the sight of a face card. That's fun to me. At the same time, I didn't want the system to allow players to absorb massive damage and just live. After all, the cards have a death-score value ranging from 1 to 10. Therefore the rule that if the damage a player would take exceeds 13, that damage is the death-score the player must take instead of the death-score on their drawn card. I chose 13 because this is higher than the largest common attack die, anything over 13 damage probably deserves the higher death-score. It also speeds up play, knowing you only have to roll damage if there is a possibility the result will be higher than 13.




Each suite has its own character. The following semi-mnemonic is my attempt at justifying these categories:

Clubs will leave you battered, they represent intermediate wounds.

Spades will bury you. This suite is made up of more severe wounds.  

♦️ Diamonds are pretty. Therefore diamond cards deal with more minor, aesthetic, hidden or psychological wounds. 

Obviously, Hearts mainly deal with internal damage, organs and blood.

Feel free to rewrite the wounds. They are far from exhaustive and can be catered to the kind of experience you want at your table. 

Clubs

Ace. Body blow. Get knocked back.

2. Head injury. Confused and disoriented. Roll over your current death-score with a d20 to regain your senses or remain dazed.

3. Damaged eyes, you are temporarily blinded until you have rested. 

4. Damaged arms, drop carried weapons, arms useless. Trauma 1 

5. Damaged legs, drop to the ground. Legs useless. Trauma 1

6. You are covered with dozens of small painful wounds. Blood 1.

7. You have a moment to prepare yourself. It's going to be bad but you will choose how. Take the 7 death-score from this card as usual but draw two cards and choose which wound will affect you. 

8. You are bleeding badly. Blood 2.

9. A chronic wound. Permanently, whenever your character enters negative HP you begin with a Blood pool of 2. 

10. You are bleeding profusely. +1d4 Blood. 

Jack. Your body utterly fails in defending itself. Take the Jack's 10 death-score and draw two more cards, taking both card's wounds, but not their death-scores and the lower Blood and/or Trauma value if any. .

Queen. Lingering wound. Permanently, whenever you hit 0 or negative HP add 2 death-score to the first card you draw. If this card is drawn again the wound grows worse, adding another 2 to your starting death-score.

King. You are near mutilated and covered in painful, grisly wounds. -3 to all rolls. Trauma 3, Blood 2


Spades

Ace. You are knocked to the floor.

2. Messy, bloody or dramatic wound leaves you prone, 1 Blood.

3. Broken arm, roll for which. Drop carried item. Arm is useless. - 2 Dexterity and Strength until recovered. Trauma 3. 

4. Major head injury, wisdom and intelligence drop by d4 each. -1 Intelligence and Wisdom until fully recovered, 1 Trauma.

5. Broken leg. Determine which. Fall prone. Move speed reduced to a slow walk. -3 Dexterity until recovered. 3 Trauma.

6. Many bones crack, -1 to all rolls. Trauma 3.

7. A large and savage wound. -1 to all rolls, Trauma 2. Maximum HP permanently reduced by 1d2 points. 

8. You are permanently blinded.

9. Something that should be inside your body is now outside. -4 to all stats. 2d6 Blood. Trauma 4. 

10. Maimed. -3 Strength and Constitution until recovered, -1 permanent Strength damage thereafter. Trauma 4.

Jack. Lost limb. Roll a D4 to determine which is lost. And a D4 to determine how much, 1 = just the hand/foot, 4 = the whole thing. 3 Blood. Trauma 2.

Queen. Gruesome mutilation. 4 Trauma. Draw another card instantly, take that card's death-score and wound but not Blood or Trauma. If alive, roll over your new death-score with a d20 or pass out.

King. Brutalised. You are prone and broken. You are incapable of doing anything. 5 Trauma. 6 Blood.


♦️ Diamonds ♦️

Ace. You receive a cool scar. 

2. You get blood or dirt in your eyes and cannot see until it is cleared.

3. Lose a finger, roll a d10 to determine which. Blood 1.

4. Hurt nose, can't smell until comfortably rested.

5. Jaw or mouth hurt leaving a scar. Unable to speak. Trauma 1, Blood 1. 

6. Minor disfigurement. -1 Charisma permanently.

7. Smashed leg. You will walk with a limp from now on.

8. That’s going to leave a mark! You are bruised, burnt or otherwise marked in a distinctive way for the next week.

9. Bad back. You can never rest peacefully again. When rolling to regain HP from rest you can never roll the maximum amount and must reroll. -1 to all stats until recovered, Trauma 1.

10. Ouch! If you live you'll have an impressive scar to show off. Trauma 1. -1 to Strength and Constitution until recovered. Blood 1.

Jack. Lose one eye, -2 on all to-hit rolls until recovered. Trauma 1, Blood 1. Permanent -2 to-hit on ranged attacks after recovery.

Queen. Fear. You are terribly hurt physically and mentally. You will take 1 point of Wisdom damage for each round you are in a situation that involves the thing that caused you to draw this card. 

King. Your face is destroyed. Unless wearing a mask your Charisma score is 1/2 its original value. Trauma 4.



Hearts

Ace. You avoid the worst of it but get a glimpse of what is to come. Look into the draw pile and see what the next card to be drawn is, even if it isn’t drawn for you.

2. Impacted throat, by some means you are unable to speak until you have rested.

3. Sickening stomach strike.  -3 Constitution and you can't eat or drink for d12 hours.

4. A low blow. Groin attack. Roll over your death-score with a d20 or stagger about in pain for a round. 

5. Excruciating pain. Roll a d20 over your current death-score or pass out. 

6. Not again! Take this card's 6 death-score but repeat the wound of your previously drawn card, all wound effects stack or are replicated including Blood and Trauma. If this is your first card, draw another card and apply it twice. 

7. A blow to the brain. -1 to all mental stats (INT, WIS, CHA) Trauma 1.

8. Internal organ damage. Blood 2, Trauma 3

9. Lung damage.  -2 Constitution. Trauma 2.

10. Multiple broken ribs, drawing red cards increases your Blood pool by an additional +1. -1 to all rolls. Trauma 3.

Jack. Opened vein, +1d6 Blood, woozy, -1 Intelligence and Wisdom, Trauma 1 

Queen. Damaged heart. Half constitution score. Blood 1. Trauma 4.

King. Severe internal organ damage. 6 Blood. 6 Trauma.



Tips, Suggestions & Optional Rules:  

  • Don’t return cards to the deck after they have been drawn, give them to the player. These cards will form the player’s draw pile and with the blood tokens help them to keep track of their death-score. The meta-game aspect of players card counting and guessing what injuries are left in the deck can be enjoyable and forms part of the ‘pushing one’s luck’ element of this Hackjack system. 

  • While a lot of thought has gone into each card, some results can still require a degree of quick thinking on the part of the DM. On occasion an incongruous card can be drawn for an attack or damage source that doesn’t quite match it - a house-cat’s scratch might see an unlucky character lose an arm or a lighting bolt may sever an artery. You are creative and will figure it out. Enough blows from a mace can sever a leg, a peasant pushing a character down a flight or stairs might see the character mutilate themselves on their own sword. 

  • If unsure how to describe a death, use the card that kills the player as inspiration. 

  • Get a cheap set of cards and write the Hackjack effects on them with a permanent pen. It saves a lot of time. 

  • Read the card carefully and have the player note the wound effects. If a wound doesn't have an associated trauma score it will have some other duration or cure listed, either a few rounds or until some other criteria is met. The effects of wounds with a trauma score, including stat damage, last until the character has undertaken their recovery time. Therefore it is completely possible to continue adventuring as a character with a broken leg, ribs, internal bleeding and a bruised brain. Permanent wounds are listed as such and will require a quest or high level magical healing to resolve. 

  • Poison can come in two varieties, death-score poison that does death-score damage and bleed poison that increases your Blood pool.

  • Thanks to Milk of the OSR discord server for the suggestion that certain types of opponents, particularly the undead, could directly attack a player’s death-score bypassing HP altogether. 

  • If you want to increase the brutality of your critical hits, consider adding a Hackjack card draw to your critical hit and possibly even critical miss tables.

  • This following mechanic is cut content: ‘The Trauma score is also used to determine if a character passes out from the pain of their wounds as well as how long the character will need to recover from their significant injuries. If a character has a Trauma score of 3 or more they must check to see if they pass out if they attempt to do anything other than walk or crawl away. To make this check the character must roll over their current Trauma score with their class Hit Dice. A character that passes out can be woken by another player.’ Include it if you like but I felt it was unnecessary, just an extra thing to remember, it limited play and it complicated how a character’s death-score, Blood, and Trauma were removed. This feature could be reintroduced using a new metric ‘Pain’ if you choose to do so. Or, you could have players roll over their death-score with a d20 or lose consciousness.

  • While death and dismemberment systems do increase the survival rates of players they often don’t decrease the rate of new characters. Players will often retire characters that become too injured or become attached to the new character they start while their old character recovers from their wounds. 

  • I chose not to include Jokers but you could use them as lucky breaks, with no attached wound or death-score.  

  • Rewrite anything and everything you like to fit your system of choice. You might change certain cards entirely, wound effects, stats or saves. 

  • Check out James Young's So It Looks Like You're Gonna Die as it was a big inspiration. 

  • If you want to get more use out of carrying a deck of cards to your sessions consider my Simple Card-Driven Personality Generation post.


This post is a update/rewrite of a messier system, you can find that post here