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-1: Gain 1 Death Die
-2: Gain 1 Death Die
-3: Drop held item or gain 1 Death Die
-4: Knocked prone
-5: Gain 2 Death Dice
-6: Gain 1 Death Die, -2 to all checks for 1d4 rounds
-7: Gain 2 Death Dice, stunned for 1 round
-8: Gain 2 Death Dice or a Minor Injury
-9: Gain one Death Die and a permanent scar
-10: Gain 2 Death Dice and a Minor Injury
-11: Gain 2 Death Dice and a Minor Injury
-12: Gain 3 Death Dice and a Minor Injury
-13: Gain 3 Death Dice and a Minor Injury
-14: Gain 2 Death Dice, knocked prone, and drop held item
-15: Gain 3 Death Dice and a Minor Injury
-16: Gain 3 Death Dice and knocked unconscious until things settle down
-17: Gain 4 Death Dice
-18: Gain 2 Death Dice and -4 to checks until things settle down
-19: Lose an arm
-20: Lose a leg
-21: Gain 6 Death Dice
-22 or less: Die
Determine the injury based on the closest damage type. Minor injuries are healed by sleeping.
Roll 1d4:
The rolled limb is severely wounded and CHECKs involving it have a -2 penalty.
Decrease your maximum HP by 1d4.
You are concussed, decrease your maximum INITIATIVE, DEXTERITY, and MIND by 1d4 each.
Lose a random flammable item.
Decrease your DEXTERITY by 1d4. Whenever you rolla a 1 on a check, drop whatever you're holding.
Something else happens.
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