When your character drops to 0 hit points1 in On A Red World Alone, two things happen:
- You must roll on the permanent injury table.
- I remind you that the next hit will kill you dead.
That’s it. The character’s ability to take actions is not inhibited in any way beyond their specific injury, and their own desire to avoid character death. This always surprises and slightly confuses new players, who expect having no hit points to restrict their options more severely. It even surprises and confuses old players who haven’t been at 0 hit points in awhile. (Which, as an inattentive player myself, I totally understand.)
I’ve been running games this way for many years now, because it creates an interesting choice: What risks are you willing to take when you’re one knuckle sandwich away from certain death? To me that choice is made so much less interesting if you’re also inhibited by moving at half speed, or rolling with disadvantage, or especially if the only action you’re allowed to take is “roll to stop bleeding.”
If the injured character escapes immediate danger, they are faced with another interesting choice: do they move to the back rank of the party and continue on their quest, or do they find somewhere to hunker down and heal? Healing requires 8 hours of rest2, in which time whatever task they’re pursuing will definitely become more challenging in some way. Doors will be locked, traps will be laid, their enemies will be reinforced, or rival bands of plunderers will arrive to compete for loot.
1 I don’t fuck with negative hit points. If you’ve got 3hp, taking 3 damage and taking 30 damage have identical results. I have toyed with the idea of a catastrophic injury rule where damage that would reduce you to -10 is instantly lethal, but at present I’m not doing that.
2 You can restore 1hp by finding a corner to hide in for 8 hours. Or, if you’re fortunate enough to rest somewhere with a bed, food, and leisure activities, you may roll your hit die to determine how many hp you recover.
Roll on the Permanent Injury Table
My permanent injury table is more bark than bite, since only half its results are permanent.
- Gain a cool scar. Roll a new Boon. (In games other than ORWA, I replace this with +1 to a random Ability Score.)
- In shock. Automatically fail saving throws for the rest of the session.
- The most precious item the character has with them is destroyed.
- Roll a die type equal to half your HD (d6 HD -> roll d3). Reduce your maximum HP by the result.
- A randomly determined skill is reduced by 1 rank. (In games other than ORWA, I replace this with -1 to a random Ability Score.)
- Severe bodily trauma. Your (1-2: arm, 3-4: leg, 5: eye, 6: lung, 7: kidney, 8: face) is destroyed.
I believe these entries are fairly clear, though the last one may require a bit of additional explanation.
Losing an arm prevents a character from holding two things, losing a leg prevents them from standing or moving normally. In both cases I’d roll a d% to see how much of the limb was destroyed. Losing an eye penalizes their ability to aim. Losing a lung penalizes endurance. Losing a kidney is my catch-all for digestive organs and makes them vulnerable to poisons. Lungs and kidneys are both particularly bad if you happen to lose them twice, since you can’t be alive anymore. Having one’s face destroyed penalizes social rolls.
You could get a lot more granular with different bits of the body, and the disabilities that would result from their destruction. For many years I used a huge table with over 200 grisly entries, and enjoyed it very much. I only switched to this because a smaller table is easier to keep at hand and thus faster to use. And until recently I included the possibility for characters to lose their ability to talk, smell, or hear, but I personally find those conditions challenging to enforce at the table, and so have opted to remove them.
In all cases, the nature of the injury can be tailored to whatever caused it. A swinging sword, a falling rock, a venomous bite, and a blast of fire can all destroy a person’s arm, but the particulars will differ.
Death
A character at 0 who takes another point of damage is dead. Depending on the method of death I may allow them some brave last words, or a spiteful final riposte, but then it’s time to roll a new character. Unless…?
On a Red World Alone is set in what I call a Saturday Morning SciFi milieu. Characters returning from the dead in some horrible altered form is a genre staple that I cannot deny to my players. So long as a dead character’s body isn’t completely obliterated, and their friends are able to recover it, then the player may opt to revive their character as either a Cyborg, an Undead, or a Mutant.
Cyborg resurrection has the fewest strings attached if you happen to be absurdly wealthy. For the low-low price of 9000cc + 1000cc/level, the finest scientific minds on apocalyptic mars will replace your most mangled body parts with chrome. If you don’t happen to be absurdly wealthy, worry not! The billing department has already filed the paperwork to garnish half your XP gain until the debt is paid.
Undead resurrection is a bit of a melodramatic term. Sure, your soul was forced back into its fleshy husk by the power of eldritch sorcery which makes you repellent in the eyes of God. But your heart pumps blood, your lungs pull in air, and you don’t smell any worse than you used to. To all appearances you look as good as if you’d never died at all, but necromancers must be paid—and they place little value on plastic. Choosing Undead resurrection places the resurrected under a Geas they must complete. The nature of the Geas will depend on the goals of the magician who performed the resurrection. A wizard’s goals are rarely wholesome.
Mutant resurrection is a gamble. Somewhat less than the finest scientific minds on apocalyptic mars will blast your corpse with strange radiation, pump it full of neon colored goop, and allow stray animals to bite it. On the upside: it does bring you back to life on the cheap. On the downside: you’ve developed a disadvantageous mutation. The process by which I manage this in my own game involves a d1000 table and a series of mental filters, neither of which can reasonably be shared here. Instead, here’s a table of d12 examples:
- Allergic to Silver. Can’t touch it, and takes extra damage from it.
- A gross little face is growing from where the wound was. It says rude things to people.
- Skin glows very slightly. Not enough to see by, but enough to make it impossible to hide in darkness.
- Mutant grows tight strands between fingers, hindering their manual dexterity. Reduce a finger-dependent skill by 1 rank.
- Nose becomes large and hypersensitive. Must make a saving throw to avoid fleeing from strong smells.
- Legs shrink. Normal movement rate is reduced by 25%.
- If this mutant touches a wounded person, they absorb that person’s damage. They cannot control this ability, and cloth clothing isn’t enough to prevent touching.
- The mutant’s body produces a stone which, if destroyed, instantly kills the mutant. The inverse is not true: the stone being secure does not prevent the mutant from any harm.
- The mutant has absolutely no sense of direction. They cannot “go back the way they came” if they’re alone, and will fail any navigation checks.
- The mutant is profoundly unpleasant to talk to. Try as they might, they’re always going to say stuff that’s boring, mean, or offensive. -1 on social checks.
- Skin flakes off constantly, leaving an easy-to-follow trail wherever they go.
- Weak little baby lungs prevent this mutant from holding their breath at all, for any reason.
In conclusion
A stranger once told me that they’d heard of my games through one of my players, and reported that this player’s favorite thing about playing with me is that death feels like an ever-present risk. This surprised me. It is lovely to know my players speak well of me, but I don’t think of my games as being particularly deadly. Certainly I don’t intervene to prevent death from happening if that’s how the player’s choices and the luck of the dice land, but in practice PC death doesn’t happen often. Most of this post has been about the ways players can survive when they ought to have died!
I think the operative word in this second-hand performance review is “feels.” Death feels like an ever-present risk in my games, because when players get close to it the game changes. They’re faced with decisions that have clear life-or-death stakes, and if they manage to survive the experience still leaves its mark on them.