Tuesday, 31 December 2024

Bodies Shall Be Broken: A Free-Form Wound and Dismemberment System for TTRPGs


Let's lose some body parts.


Once per level (e.g. once at level one, again at level two, and so on) a PC can avoid death by taking a serious wound. Should something reduce a character to a death state, typically 0 HP or lower, the player can elect for their PC to receive a wound instead (provided they haven’t already used this feature at their current level - if they have their character would be killed as normal). To determine the wound, the player will reflect on the damage they have/will receive and will present two different outcomes to the other players and the DM - the best and worst case scenarios of what could happen to the character. In other words, a wound and an even worse wound. For example; a lost finger vs a lost hand, a facial scar vs a lost eye, violent vomiting vs internal bleeding, a few lost teeth vs a broken jaw. 


Then the player rolls a d20 under their character’s Wisdom score (or Luck, if you use it), and on success the character receives the lesser wound. On failure, they suffer the greater wound. The DM will adjudicate the specific mechanical effects of the wound from here. Then the PC gains 1d4-2 HP. If 0 or -1 HP is rolled the character is unconscious until aid is administered.


Other Advice:

It is the DM’s responsibility to ensure players do not understate the damage or severity of the wounds they may receive. If a suggested wound feels too minor the DM can elevate it. The DM can do this in a few different ways. For example, the DM can ask the wounded player (or even another player at the table) to make a suggested wound more severe or the DM provide two different elevated versions of a suggested wound that the player must pick between. The serious wound must be something that causes a permanent effect or loss - lost limbs, hands, blindness, loss of senses, scorched lungs, horrific scarring or things more esoteric in the case of magical damage. Have a look at different Death and Dismemberment systems for ideas for wounds and ways to rule them. Try Hackjack and So It Looks Like You're Gonna Die for some wound ideas that range in severity. 


Characters don’t ‘bank’ wounds for unused levels. This ability is once per level, not one per level. If a character reaches level 5 without being wounded, they can still only avoid death once - until they reach level 6.


How to determine where the wound hits? The DM should always give some description to attacks and damage dealt during play so that a player has a springboard on which to suggest wounds when the need arises. However, if unsure, the player can use a wound location table, rolling 2d10 and choose between the two results before suggesting their best and worst case scenario wounds for that location.


1d10 Wound Locations

  1. Head

  2. Face or Throat

  3. Arm/s

  4. Hand/s

  5. Upper torso (heart and lungs)

  6. Lower torso (including groin, stomach and other organs)

  7. Back/Spine

  8. Leg/s

  9. Foot/feet

  10. Any skin, flesh, blood, muscle, organ or bone/s.


Some Examples:

  • For example, the 2nd level fighter, Grongo Beetleweather has been thrown from a cliff and reduced to -9 HP. At first level, he avoided death when bitten by a Lunging-Eel and was lucky to have only lost a toe rather than his whole foot and hasn’t used his 2nd level wound. Grongo’s player suggests that Grongo can either suffer a head-wound that makes him feel vertigo at height or break a leg. The DM asks the player to their right to make the worst case scenario wound worse to which that player says “Umm, two broken legs?”. Grongo’s player rolls a d20 vs their Wisdom and… succeeds! The DM narrates what happens to Grongo Beetleweather and the player rolls a d4-2 to determine their current HP… a 2, 2-2=0. Grongo is unconscious at the bottom of the cliff.

  • Mistwhistelian the Murmuring is a 3rd level Magic-User. They were injured last session, and now wear an eye-patch. This session, Mistwhistelian has fallen in a pit full of acid. Having already used their wound for this level, Mistwhistelian the Murmuring is melted. How unfortunate. 

  • Glubgub the Toroid-Transporter has been stabbed by a Cloaked Invisi-Zombie and reduced to -1 HP! DEATH?! No, Glubgub is a level 1 Halfling and hasn’t been wounded yet, so wounded he shall be. Shall Glubgub suffer an arcane scar that stings in the presence of the undead or shall the tip of the Invisi-Zombie’s arcane-blade lodge itself in in Glubgub’s breast, never to heal, slowly poisoning him and causing his own slow transformation into an invisi-zombie? How would you adjudicate that?



Author’s thoughts:

Death and Dismemberment systems, grisly as they may be, are something I really want in games but am never satisfied with. I started the year with a Death and Dismemberment system (Hackjack, which was this unwieldy thing) and I’m ending the year with another Death and Dismemberment. Though I'm sure it's not my last, I’m more satisfied with this system few quite a few reasons - it gives the player a bit of control (but not too much), remains tense, it caters for any kind of damage received because it is powered by a player’s imagination rather than tables, it doesn't require a large subsystem to explain or that intrudes on other parts of the game, it doesn't make PCs too hardy (it actually gives an advantage to lower level characters) and only distributes dramatic, cool wounds. I'm sure this method can be expanded on, for example, you might be able to 'recharge' the ability to be wounded by carousing or Dwarves/Barbarians/Orcs might be able to receive two wounds per level rather than one. 


Summary:

Once per level, a PC reduced to 0 HP can avoid death by taking a wound.

Propose Wounds: The Wounded character’s player suggests a lesser and a greater wound (e.g., lost finger vs lost hand).

DM’s Role: Escalate understated wound suggestions.

Roll d20: Under Wisdom (or Luck).

Success: Take the lesser wound.

Failure: Take the greater wound.

HP Recovery: Roll 1d4-2. If at 0 or -1 HP, the PC is unconscious until aided.


Tuesday, 24 December 2024

1d8 Arctic Hominids

This post is for Loch of the Nothic’s Eye blog. I have previously written of the arctic, with the post; Doomed Polar Expeditions to Dread Hyperborea. This post shares some linkage with it and they can be used in conjunction with each other - while generating your polar expedition ask; ‘Which arctic hominid does the Imperial Zoological Society expect us to study and capture?’

This post is very much inspired by Man after Man, a speculative look into mankind’s future evolution, as well as All Tomorrows (check them both out). The illustrations bookending this blog post are taken from Man after Man. There is something of a horror tone to this post and (hopefully?) the same kind of biological, deep-time nihilism that can be felt in my inspiring texts.



Look and see! There, across the bitter expanse of the biting ice, those desperate, god-severed beasts. Descended from the proto-human thralls that, in long-ancient times, fled the eldritch and beetling-fortresses of Dread Hyperborea. These creatures are but uncanny reflections of humanity, bent by weird eons - in and by this accursed arctic landscape.


1. Homo Hyperboreus Servilis

Said by liberal-minded zoologists to be our closest relative in the Dread North. They're stocky and hirsute, with short yet powerful limbs to help retain warmth and their smooth and pale, mask-like faces are framed with  

and ringed with bristling white fur that flows down to cover the rest of their bodies. These hominids have formed various tribes and cultures - Cadaver-Dwellers who shelter in the beached bodies of great sea-things, the Topaz-Eyed who pierce their cheeks and brows with jewels or the Autophagic Tribes of whom we’d rather not speak. Their myths tell obscurely of their primordial thralldom in the cities of Hyperborea and may prove useful in our expedition. Likewise their guttural language is likely derived from a primordial Hyperborean slave creole and may be useful in the study of the Dread Hyperborean language itself.

4. Siateen1
Numbering only a few hundred, these coast-dwelling beings are humanoid and well-proportioned, their skin in grey and smooth save for their wisened, whiskered faces. They wear no clothing save for thongs of dried seagrass. While their grey-mottled blubbery hide shields them from much of the cold, they nonetheless huddle for warmth around smoky fires and live in unadorned wickiups made from dried leathery seaweed on the stony beaches of Hyperborea. They are well adapted to the sea and can swim at speed in the frigid waters of the arctic in search of sustenance. Their language is unpronounceable to us, just as ours is to them, and while we struggle to understand their barks and gruff purrs, they can quickly grasp the meaning of our words. They are sea-cave worshippers, revering those deep and inaccessible places as sacred.

5. Simiformis Carnifex2
The apex predator of the frozen north. Twelve feet tall at the shoulder, its loping legs propel it with speed, digitigrade across the snow and its hunched spine and long-bristled back supports its over developed simian head and toothsome jaw. Their balance is kept by a swollen, fleshy protuberance or pseudo-tail (not too dissimilar to that of a baboon3) and two long gibbon-like arms remain tucked close to their white-furred bodies. These arms have considerable reach and are deployed with speed to snatch up smaller prey, drawing them into a Simiformis’ hungry and powerful jaws. The Simiformis Carnifex are solitary and keenly cunning predators; they hunt elk ravenously, make havoc in Throngling colonies and even prey on crawling whales and polar bears.

2. The Manotherium 

Great, lumbering shaggy beasts, their hunched body’s enormous weight rendering them incapable of human bipedalism. The Manotherium’s wizened, drooping face and sad baggy eyes suggest a human intelligence. The index finger and thumb on a manotherium’s forehands have developed into powerful yet dexterous pseudo-pincers that it uses to uproot the tundra shrubs and grasses on which it subsists and can easily pulp a man or elk. The Manotherium is becoming less extant as their favoured shrubs and mosses have been overgrazed and while revered by the hominids of Hyperborea, the humans of the southern tundra see them as prize hunts.


3. Thronglings

A gawking, yammering horde of brown tufty beings. These squat hominids, bound in frost-rimed, matted brown down, huddle against the cold in enormous, foetid colonies. Their colonies range from a few hundred beings to several thousand. They use their cruelly hooked thumbs for prying open shells and molluscs and can be seen gathering and eating washed up seaweed and mouthing the blubber of beached sea creatures like cud. Socially, they practice a form of survival-first feudalism wherein the warrior-nobility bully their way to the warm middle of the colony. However, these warriors are expected to rush to the colony's perimeter at times of danger. Should warriors become lazy and indolent, they will be exiled or trampled to death. They exhibit tribalism and should two colonies converge on the same territory, the resulting clash is bloody and brutal. Victories are often pyrrhic with the arctic ice stained with blood and littered with frost-rimed tufts of the dead and dying. They have no discernable language.

6. Arctic-Shrew Men

Hopping, sable-furred rodent-like things with pink simian faces. Small and chittering, they live in snow warrens not unlike our rabbits. They exhibit social organisation and planning skills, so much so that despite being less than a foot tall they predate on Crawling Whales; it takes an entire troupe to bring one down. The Crawling Whale typically does not make attempts on prey as small as the Shrew Men and they take this to their advantage, positioning their entire troupe strategically around the whale with their bone-harpoons. Once slain, the troupe must act with haste, devouring and harvesting the crawling whale’s carcass, the white fur of their mouths ringed with crimson, before scavengers arrive. The sight is something to behold.


7. Mørketid Worm

Unlikely the result of natural evolution, the Morketid Worm is a horrific and undulating, neotenic slitherer that hunts exclusively during the long winter months of 24-hour darkness. Its larval stage, buried in the earth, during the summer of the midnight sun is strangely human, a smooth and statuesque humanoid. But when the sun sets for winter, there emerges a 15-foot long, mottled black worm, set against the black leathery folds of its ‘face’, two human eyes sit above a round and gnashing maw - vestigial arms and legs that attempt to propel the Mørtid worms slithering mass through the deep snow with a useless, driven aggression. The Morketid Worm’s unusual hunting method is to jet tepid gouts of water onto its prey - a death sentence in the icy cold of the arctic night. The hypothermic prey is then pursued with a relentless, pseudo-human intelligence through the dark and snow, the worm sniffing the air with a long human-looking tongue, bifurcated many times. 


8. Snow-Heads or the Demon Ice-Kappa of Ur-Tzk Flow. 

Solitary creatures with hairless, rubbery, white skin and black-ringed eyes, the Snow-Heads are most known for their bowl-like craniums, ever-packed with snow. These inexplicable creatures gibber endlessly on the icy expanse, performing their gangly pendulous, directionless dancing. They don’t appear to eat or sleep but when viewed from above it can be seen that they have walked strange sigils into the snow and can likewise be seen clawing eldritch monograms into exposed rock. If looked upon they react with aggression. While their dense rubbery flesh resists most damage, they are mortally wounded by boiling water, and should their cranium be emptied of snow they will die. An explorer that survived a close encounter with a Snow-Head swore that it began to speak in his language, with his own accent, of things that only he knew.

1. I dreamt of these creatures. In the dream, deep within one of their sea-caves they discovered some rock formation that proved the existence of ‘the Greater God’.
2. Inspired by the Alaskan Tyrannosaur, which apparently did not migrate southward during the cold months.
3. An ‘ischial callosity’

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!