When the servants of the gods fight, they use more than earthly wood and steel. Taking a blow from them can have strange consequences.
d12 | Legendary Critical Hit |
Target knocked unconscious for d6 minutes, slammed into 3d6 years of an alternate life of quiet contemplation and service to the being they were just fighting. | |
A mighty blow breaks the target's forearm. d6 musical instruments within a league of here also break. Any song or music played within sight of this spot sounds melancholy and out of tune, and brings misfortune (-1 to all rolls) to anyone hearing it for the remainder of the day. | |
The target's name is now a curse. Anyone who hears, reads or utters it suffers -1 to all rolls for the remainder of the day. | |
The attack causes a deep gash that never fully heals. Every few minutes, a drop of blood falls. As it touches the ground, it sprouts into a delicate, white flower. If the petals are boiled into a tea, whoever drinks them knows what the target was doing in the moment when the droplet fell. | |
Weapon impales the target. It is part of them now, as much as the bones in their body. | |
Eldritch strike kills the target's dream body. They may no longer sleep. If they try, their empty body rises, possessed for d4 hours. Roll d6 to determine the possessing entity. On a 1-2, a harmless and playful wisp. 3-4, a harbinger of the being that dealt the blow. 5-6, an infernal spirit that lies and taunts. | |
Cratering blow knocks the target flat on their back. A hole opens up in the ground, d6-1 paces from the target. Earth and stone crumble away, widening it by ten feet per year, and deepening by thirty. This continues until the target dies. | |
A fearsome, life-ending blow misses the target by a hair. Even so, the psychic wake of the attack is so devastating that it symbolically kills the target. From this moment on, no one remembers anything the target says or does. To the rest of the world, it is as if they have died. | |
The target is unharmed, but a distant loved one dies instantly. For the next year, any damage done to the target by any enemy doesn't harm them, but harms a friend, ally, or loved one instead. | |
The blow splits the target into two halves, which live on separately. Roll d6. On a 1-2 the separate piece is the head, shoulder and one arm. On a 3-4, top and bottom half. On a 5-6, a split down the middle, from head to groin. | |
Astral strike alchemically inverts the target. Their clothes and armor turn to flesh: this is now the target's real body, wrapped around a body-shaped sculpture of leather, metal and wood. | |
Weapon strikes the target's sternum, shattering their rib cage. Knife-like bone darts shoot in every direction, causing d6 damage to all who fail a save vs. dragon breath. The target must choose: live on as a ribless human worm, or expire in a shower of innards. |
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