It's the game designer - ThatOwlGuy

Death's Door


Death’s Door

When your character hits 0 HP, they are at DEATH'S DOOR. You will have to make a NORMAL roll sometime soon to determine the fate of your character. If your character does not survive, that is ok. Make sure to discuss potential plans for a new character and establish what kinds of things you want to happen in the case of a character death. If there's a SKILL your character has that activates on death, you have to play it before rolling DEATH'S DOOR.

Here are the consequences of a DEATH's DOOR roll. (FAILURE is below chart)

 

SUCCESS:
You have escaped the clutches of the reaper for now. You return to life with 1 HP.

SNAG:
Look at your highest ATTRIBUTE (or ATTRIBUTES if they tie) and choose a corresponding option or the standard bargain on the Death's Bargains Chart. You also return to life with 1 HP. You can’t take the same bargain twice unless it’s the Standard Bargain.

FAILURE:
Your character does not get back up once they drop. They might not die right now but they will soon. Make what little time they have left count.

Death’s Bargains

 
Associated Attribute Name of Bargain Consequence of Survival
None Standard Bargain Roll a d8. Reduce the corresponding ATTRIBUTE by 2. (1)CLEVER (2)DEXTROUS (3)HOLY (4)IRREVERENT (5)MAGICAL (6)MARTIAL (7)NATURAL (8)STRONG
CLEVER Brain Drain Your experience cap is reduced by 2d10.
DEXTROUS Paralyzing Fear When you encounter the same weapon, person, or situation that nearly killed you, roll WITHOUT LEVERAGE when DEFENDING if FAILURE could result in death.
HOLY Reverent Promise If you knowingly tell someone a falsehood, or lie, ROLL DEATH'S door again. If you choose the HOLY option again, on a SNAG, receive 1d10 damage instead (if this triggers another DEATH's DOOR roll, so be it).
IRREVERENT Unlucky Whenever you get a , on the die (before modifiers) in an IRREVERENT roll, your next roll LOSES LEVERAGE.
MAGICAL Arcane Exposure Your magic keeps you alive but leaves you strained. Forget 1d4 Magical Skills or Spells of your choice. You can't buy these again with XP.
MARTIAL Overexerted You are capable but at risk of exhausting yourself. When you SNAG or FAIL a MARTIAL roll, make a choice. Either take 1d4 damage or make your next MARTIAL roll with LOST LEVERAGE.
NATURAL Nature's Price You survive but are forever changed. Whenever you are interacting with animals, roll with LEVERAGE. Whenever you are trying to persuade, convince, deceive or act sociably with people, you LOSE LEVERAGE.
STRONG Grave Injury Your rippling muscles were strained beyond total recovery during your near death experience. Whenever you SNAG a STRONG roll, lose 1 HP.