A additional thing for the 'balance' issue raised above: Remember, without this table, the character would basically already be dead or at least unconscious. It's ok to put them through the wringer at this point. It SHOULD feel somewhat arbitrary and capricious, while still having some predictable markers (my players know when they start pushing 12-15+, they're gonna get screwed)
Some of the entries, especially the later ones, are a bit weird & out there. There's one where you transcend to pseudo-godhood (but in an useless way that amounts to character death). Flavour to taste. If you wanted to change any of the entries, I'd recommend adding more nosebleeds.
Also, like the original table, some of the entries are kinda gross and horror-y. I like to pass the sheet to players and get them to read aloud what happens so we can find out together!
Psychic
1
|
The
fear passes over and through you, leaving you unscathed
|
2
|
Stigmata.
Develop
a small mark, like a skull shaped scar or a white shock of hair,
of the player’s choosing. |
3
|
Your
mind goes numb for a moment, and your limbs follow suit. Drop
held objects.
|
4
|
The
force of the attack sends you reeling.
Prone |
5
|
You
develop one of those creepy nosebleeds.
Bleed
1. |
6
|
Your
mind is enveloped in darkness and creeping things seem to writhe
against your mind. Pain
1,
Madness
1 |
7
|
A
low hum rises through a whine and into a devastating shriek only
you can hear. Pain
1, deafened this turn, and subsequent turns until you make a save.
|
8
|
Everything
seems grey and far away. Is it even real? Slowed,
Pain 1d4
|
9
|
The
flesh-goblin, it’s skin sloughing off in ribbons, lashes at you
with it’s knife-sharp fingerbones. Attack
a random ally. Madness
1. |
10
|
Your
brain is an unlocked chest, and you cannot stop your psyche
ransacking itself
Your
attacker learns one of your important secrets.
You
gain a permanent nervous twitch.
Pain 2.
|
11
|
Your
mind is barren. Nightmares alight like crows. One by one they take
wing again, each carrying a piece of yourself.
Bleed
1d4. Confused until you gain HP (1,
Stand there quietly. 2, Scream at the top of your lungs. 3, Attack
nearest target. 4, Hurt/attack self.)
|
12
|
Your
eyes begin to bleed (tar, blood, milk, or another substance)
Blinded.
Bleed
2,
Pain 1. |
13
|
Nothing
happens. Everything is still for a moment. You know with a moment
of utmost certainty that you are going to die.
Trauma 2,
Madness
1. |
14
|
Your
jaw snaps wildly and you bite off your tongue. Can’t
speak (affects spellcasting), Bleed 2, Pain 1, Trauma 1.
|
15
|
You
are caught in the centre of the cold, and all the heat and energy
drain from your body. You suffer serious burns on all exposed
skin. Second
Degree Burns. Bleed 1. Pain 1d4.
|
16
|
Your
mind disconnects slightly from your body, before re-aligning
somewhat imperfectly.
Stunned
1 round. Arms
or
legs (50% of either) are
useless until you gain HP. Pain 1. |
17
|
Your
brain begins to fold in on itself like wet tissue paper, and all
kinds of black and scaly insects come pouring out. Prone.
Short-Term
madness.
Shock - Save or Die. If you succeed, double Pain Tokens.
Madness
1d3. |
18
|
The
shadows around you seem to stir- your companions notice it too.
Your madness has given them life!
Summon
1d4 hostile Shadows for every two allies, and 1d4 for yourself.
Madness 1d4. |
19
|
There
is a searing pain in
your mind
and then nothing. You fall,
the world spinning around you, mere
shapes and noise.
Prone.
Permanently loose 1d6 Intelligence. Immobile until you gain HP.
Bleed 1d4. Pain 1d4.
|
20
|
The
nightmares dig into your mind, teasing apart it’s threads like a
fraying tapestry.
Short
term and long term madness. Shock - Save or Die. On success,
double Pain Tokens. Pain 1d4.
|
21
|
The
nightmares grip into your brain, tearing, unraveling, separating
each colour into a different spool of thread.
Short
term and long term madness. Shock - Save or Die. On success,
double Pain tokens. Pain 1d4. Trauma 1.
|
22
|
The
force upon your mind causes your skull to crack, blood trickling
out the seams.
Third
and Fourth Degree Burns. Shock - Save or Die. On success, double
Pain tokens. Pain 2. Bleed 1d4. Trauma 1d4.
|
23
|
Nightmare
insanity
seeps
into your very soul.
Your life begins to be
blotted out by the pressure,
a memory and soon not even that.
Permanently halve all stats. Shock - Save or Die. On success,
double all Pain tokens. Pain 1d4. Trauma 4. Bleed 2. |
24
|
The
red
fear
causes your heart to stop, and you
die 1 round later,
leaving a terrified
looking
corpse. |
25
|
The
vacuum left within your body by your ravaged soul invites a host
of other things to take up residence within you. You are
permanently possessed by a demon, or perhaps several demons.
Permanently
become a CE NPC, unless exorcised with a potentially deadly
ritual. Trauma 1.
|
26
|
You
are shunted from your body, which dies instantly and crumples to
the ground. You remain in the world for 1d6 rounds as a ghost,
exploding to minutes on a 6 (roll again), then hours, then days,
then permanent.
You
have no powers, but you can whisper to people who are sensitive to
spirits, or are asleep. |
27
|
You
reach inside your skull and scoop out your brain.
All
living creatures who see are stunned for 1 round. You are dead,
but
your body keeps standing there for 1d6 rounds, smiling and
gibbering. |
28
|
You
go
stiff as
a board,
and a moment later, you fall over backwards as your
soul
separates from your body.
|
29
|
The
attack
doesn’t appear to hurt very much, but all
your
veins
are ruptured
A
moment later your nose begins to bleed, and then your ears and
mouth, and then your eyes, as you
die
over the next 1d6 rounds. |
30
|
You
become irreparably suicidal, throwing yourself
off a cliff, on your sword (auto crits) etc, for 1d6 minutes
unless forcibly restrained (even then you try to bite out your
tongue and bleed to death). |
31
|
Your
head forcibly explodes, dealing 1d4 in skull-shrapnel damage
within 10 ft
killing
you instantly. |
32
|
In
the moment your soul and mind are forcibly ejected from your body,
you find enlightenment. Transcending the mortal plane to an astral
realm of pure thought, you wonder what could ever have mattered to
you about the petty struggles of mortals down there among the
stars. You
leave the material plane, never to return.
|
33
|
You
die,
but your soul refuses to leave your body. You are fully aware (but
unable to communicate) as you are buried, burned, your
body decomposes, etc. |
34
|
You
fade away,
but continue to exist as a memory-ghost within the mind of an old
friend (likely one who saw you die.) You retain your personality
and knowledge, but find it hard to learn new things or retain
information.
|
35
|
You
disappear,
and even the memory of you fades from the world. 1D4 of your
closest friends might remember you. |
36+
|
Your
memory is scoured from creation. You
are gone, and none but the most faithful of gods could ever
remember you. |
I'm going to add a note here, even though I'm sure most folks stopped reading after the table: I've been using these death and dismemberment rules in my 5E-based game, and they work quite well. I think this hodgepodge ruleset is one of the most flexible I've seen, in that it can be plonked down with basically zero additional considerations inside of basically any D&D-like game mechanics.