Injuries & Mental Scars

Left for the Vultures — Table Roller

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Complete table reference

These are all 13 injury and mental scar tables from Left for the Vultures, the dark fantasy tabletop roleplaying game published by Deimos Infinitum Publishing. When a Revenant's PH reaches 0 they take a permanent injury; when their MH reaches 0 they roll for temporary insanity and may gain a permanent mental scar. The roller above handles the dice, including tables that chain into another table.

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Temporary Insanity Roll 1D8

Roll when MH reaches 0. The character remains insane until they take a calming serum or accept a permanent MH reduction (which triggers a Mental Scar).

Temporary Insanity table (1D8) in Left for the Vultures
RollResult
1You curl up into a ball and mutter complete nonsense.
2You begin to hallucinate. At first you hear voices. Then you begin to see movement in the shadows. They're all around you!
3Life is so absurd! You laugh hysterically. Nonstop.
4You stare at nothing and just stand there.
5Everything is terrifying. You scream and run as fast as possible. If caught, you close your eyes and scream.
6You begin to feel uncontrollable cannibalistic urges. If you could have just a taste!
7Everyone is out to get you! You try to kill anyone who comes near.
8You begin to make the sounds of an animal as you believe you have become something else.

Permanent Injury Roll 2D4

Roll each time a revenant survives after reaching 0 PH, then roll on the indicated table. A permanent injury cannot be cured unless its entry says so or the Fatebinder approves.

Permanent Injury table (2D4) in Left for the Vultures
RollResult
2–3You suffer a horrible wound. Roll on the Gruesome and Unusual Injuries table.
4–5You suffer an internal injury. Roll on the Internal Injuries table.
6–7You now have an involuntary tick. Roll on the Uncontrollable Ticks table.
8You suffer serious damage. Roll on the Debilitating Injuries table.

Permanent Mental Scars Roll 2D8

Roll each time a revenant regains sanity after reaching 0 MH, then roll on the indicated table. Duplicate results are rerolled. A mental scar cannot be cured unless its entry says so or the Fatebinder approves.

Permanent Mental Scars table (2D8) in Left for the Vultures
RollResult
2–3You develop a phobia. Roll on the Phobia table.
4–5You develop an obsession. Roll on the Obsession table.
6–7You develop a tick. Roll on the Uncontrollable Ticks table.
8–9You develop an urge. Roll on the Urge table.
10–11You develop an addiction. Roll on the Addiction table.
12–13You develop a delusion. Roll on the Delusions table.
14–15You develop resentment for something you once loved or held in high esteem. Work it out with the Fatebinder.
16You develop a recurring hallucination. Roll on the Hallucinations table.

Gruesome & Unusual Injuries Roll 3D12

A permanent, major deformity. Primarily cosmetic — no additional mechanical penalty beyond the permanent PH already lost.

Gruesome & Unusual Injuries table (3D12) in Left for the Vultures
RollResult
3Empty Eye Socket: one of your eyes is gone
4–5Split Torso: a deep wound across the torso
6Split Hand
7Cracked Pelvis
8Gouged Flesh: chunks of skin or muscle are missing, leaving the area exposed and prone to infection
9Shredded Fingertips: skin & nails are torn off
10Flayed Skin
11Exposed Tendons
12–14Bent Forearm
15–16Split Tongue
17–18Ripped Cheek
19Ripped Scalp
20Lacerated Throat: a slash across the neck narrowly avoids killing you but leaves your voice raspy
21–22Ruptured Knee
23–24Unzipped Back
25–27Protruding Bone Fragments
28–29Internal Damage: you constantly cough blood
30Damaged Organ
31Deformed or Missing Nose
32Ruptured Belly
33Gouged Sternum: a deep wound over the chest leaves the ribs exposed and makes every breath labored
34Twisted Spine
35Dislodged Limb
36Cracked Skull

Internal Injuries Roll 3D12

Anyone who suffers an internal injury may not show visible signs of their wound, but the damage affects them in various ways. Mechanically, this has no additional penalty.

Internal Injuries table (3D12) in Left for the Vultures
RollResult
3–4Ruptured Gut: something tore loose inside
5–6Collapsed Lung: one side of your chest doesn't fill right anymore
7–8Crushed Windpipe: your voice is barely a rasp. Shouting is impossible
9Burst Vessel in the Brain: headaches come without warning
10Shattered Rib Into the Chest Wall: every deep breath reminds you it's there
11Torn Stomach Lining: the taste of blood is now a permanent companion
12Severed Nerve Cluster: a section of your body went quiet
13Spinal Shock: every blow to your back can make you a cripple
14–15Cracked Vertebrae: they grind together when you move
16–17Slow Internal Bleed: you bleed slowly and tire fast
18–19Concussive Nerve Damage: you lose words, sometimes mid-sentence
20–21Punctured Intestine: the smell sometimes comes back to you in your sleep
22–23Dislocated Vertebrae: certain movements send a wave of nausea
24–25Adrenal Collapse: you feel calm when you should panic
26–27Torn Diaphragm: breathing under strain becomes desperate
28Displaced Bone Fragment: a chip of bone migrated somewhere it was never meant to be
29Internal Tearing: the damage is deep in the soft tissue
30Clotted Veins: the affected area is always cold
31Bladder Rupture: it was repaired. Poorly
32Stomach Acid Leakage: you feel it when you twist at the waist
33Liver Trauma: your tolerance for drink is gone. One cup does what five used to
34Ruptured Eardrums: the hearing in one ear is mostly gone
35Bowel Obstruction: something is blocked and won't clear
36Pierced Heart: by all rights, you should be dead

Debilitating Injuries Roll 2D12

The wound leaves you impaired: reduce your maximum equipment slots by 1, but gain 3 Grit.

Debilitating Injuries table (2D12) in Left for the Vultures
RollResult
2–3Spinal Injury
4–5Torn Ligament
6Crushed Skull
7Collapsed Lung
8Shattered Jaw
9Ringing Ears
10Broken Pelvis
11Reduced Range of Motion — Neck
12Reduced Range of Motion — Legs
13Reduced Range of Motion — Back
14Reduced Range of Motion — Arms
15Severed Finger
16Shutdown of Non-Essential Body Systems
17Severed Foot
18Damaged Throat
19Severed Hand
20Severed Arm
21Severed Leg
22Blinded Eye
23Permanent Nerve Damage
24Partial Paralysis

Phobias Roll 3D12

When you encounter the subject of your phobia, roll 1d10. If it exceeds your Composure, your movement becomes 0 until your next turn. Either way, you are then immune for the next hour. Remove a phobia by permanently reducing Vengeance by 1.

Phobias table (3D12) in Left for the Vultures
RollResult
3–4Pyrophobia — Fire
5–6Catoptrophobia — Mirrors
7–8Megalophobia — Large Objects
9Phasmophobia — Spirits
10Necrophobia — Dead People
11Automatonophobia — Dolls or Statues
12Taphophobia — Being Buried Alive
13Aulophobia — Flutes or Similar Sounds
14Ombrophobia — Rain
15Acrophobia — Heights
16Claustrophobia — Confined Spaces
17Thalassophobia — Deep Water
18Arachnophobia — Spiders
19Hemophobia — Blood
20Ophidiophobia — Snakes
21Entomophobia — Insects
22Zoophobia — Animals
23Ornithophobia — Birds
24Trypophobia — Small Holes Clustered Together
25Enochlophobia — Large Groups
26Bathophobia — Deep Holes
27Nosophobia — Disease
28Coulrophobia — Jesters
29Carnophobia — Meat
30Ailurophobia — Cats
31–32Astrophobia — Celestial Bodies
33–34Botanophobia — Plants
35–36Chronophobia — Time Running Out

Obsessions Roll 3D12

No mechanical effect — decide how the obsession manifests out of combat to add depth to your revenant.

Obsessions table (3D12) in Left for the Vultures
RollResult
3–4The Dead
5–6Fear in Others
7–8Pleasure that Others are Experiencing
9Ancient Books or Scrolls
10Broken Objects
11Those from Whom You Seek Vengeance
12Musical Instruments
13Mirrors
14Others Whispering
15Heirloom Jewelry
16Keys
17Death and Decay
18Precious Gems
19Closed Doors
20Your Reputation
21Understanding the Unknown
22Immortality
23A Doomsday Prophecy You Created
24Black Candles
25Intricate Designs
26Timepieces
27Bones
28Whispers in the Dark
29Necromancy
30Blood on Hands
31Open Wounds
32Filthy and Dirty Things
33Alchemical Concoctions
34–35Forgotten Faces
36Pain in Others

Uncontrollable Ticks Roll 3D12

No mechanical function — embrace your tick to enrich roleplay. Ticks occur as frequently as you choose.

Uncontrollable Ticks table (3D12) in Left for the Vultures
RollResult
3–4You blink. A lot.
5–6You scratch uncontrollably.
7–8You bite your nails.
9You sneer at inappropriate moments.
10You always say your name backwards.
11You grind your teeth.
12You poke your finger with a sharp object.
13You pull your hair.
14You are always shivering.
15You flinch suddenly.
16You stutter.
17You hum music periodically.
18You have shaky hands.
19You make strange sounds and throaty clicks.
20You draw your weapon during everyday conversations.
21You mutter under your breath.
22You pat each ally on the back every moon.
23Your muscles twitch.
24You avoid eye contact.
25You make uncomfortably long eye contact.
26You count things.
27You dust yourself off.
28You think hard, even for easy decisions.
29You avoid stepping on shadows.
30You are constantly looking over your shoulder.
31You repeat other people's last words.
32Whenever you are wounded, you breathe very heavy for a moment.
33You lick your lips.
34You smell your fingers constantly.
35–36When you hear knocks or banging, you always say "Who?"

Urges Roll 3D12

No direct mechanical effect. Urges are not compulsions — the character can resist them unless they choose to give in.

Urges table (3D12) in Left for the Vultures
RollResult
3–4You feel you have to break things.
5–6You feel you have to stand over those you've killed.
7–8You feel you have to never leave a room the same way you entered.
9You feel you have to move towards danger.
10You feel you have to collect trophies of everything you kill.
11You feel you have to revisit the scene of every combat.
12You feel you have to speak to the dead as if they still live.
13You feel you have to say a word that rhymes with someone's name after you meet them.
14You feel you have to touch everything.
15You feel you have to open doors.
16You feel you have to blame others.
17You feel you have to destroy all evidence.
18You feel you have to confess things randomly.
19You feel you have to taste everything.
20You feel you have to deprive yourself of pleasure.
21You feel you have to draw "The Symbol" everywhere.
22You feel you have to write everything down.
23You feel you have to always poke the dead — just to make sure.
24You feel you have to desecrate the dead.
25You feel you have to talk in rhyme.
26You feel you have to feel pain.
27You feel you have to experience the unknown.
28You feel you have to prove your dominance.
29You feel you have to touch every weapon you see.
30You feel you have to take things apart and put them back together.
31You feel you have to smell the hair (or baldness) of others.
32You feel you have to make noise whenever it is too quiet.
33You feel you have to say "Leave 'Em" frequently, even at inappropriate times.
34You feel you have to pray constantly.
35–36You feel you have to steal things.

Addictions Roll 3D12

Let the addiction influence your roleplay. Giving in should carry narrative weight; overcoming it may require effort, sacrifice, or story consequences.

Addictions table (3D12) in Left for the Vultures
RollResult
3–4You're addicted to stealing things.
5–6You're addicted to Ashbrew.
7–8You're addicted to making bets.
9You're addicted to gambling with lives — yours and other people's.
10You're addicted to drinking blood.
11You're addicted to drinking strange alchemical concoctions.
12You're addicted to performing holy rituals.
13You're addicted to Void Dust.
14You're addicted to being bathed in light.
15You're addicted to excessive stimulation.
16You're addicted to warm food.
17You're addicted to giving yourself scars.
18You're addicted to hearing your favorite song.
19You're addicted to reading at least one chapter of a book each moon.
20You're addicted to taking naps.
21You're addicted to having strange Magicks used on you.
22You're addicted to being praised as a hero.
23You're addicted to sacrificing living things.
24You're addicted to winning at fair competition.
25You're addicted to hoarding things.
26You're addicted to pulling teeth.
27You're addicted to causing fear in others.
28You're addicted to picking at wounds.
29You're addicted to chewing on crunchy things, even if it's glass.
30You're addicted to sharpening your blades.
31You're addicted to learning something new about someone.
32You're addicted to being watched.
33You're addicted to the smell of death.
34–35You're addicted to feeling victimized.
36You're addicted to eating raw flesh.

Hallucinations Roll 3D12

The first time each session your initiative is 1, roll 1d10 at the top of the round. If it exceeds your Composure, you become Mad as you perceive the hallucination — then you are immune until next session. Remove a hallucination by permanently reducing Vengeance by 1.

Hallucinations table (3D12) in Left for the Vultures
RollResult
3–4Oozing blood from the walls
5–6Shifting shadows
7–8Phantom figures
9Insects crawl on you
10Distorted or monstrous faces
11Whispering voices all around
12Screams nearby
13Mocking laughter
14Commands from a voice
15Something touched you
16Hands burst out and grab you
17You are badly wounded
18A demonic presence
19Tentacles creep around corners
20Buzzing in your ear from insects
21Ashes in your mouth
22Walls are closing in
23Burning pain on your skin
24Light sources are dimming or dying
25Deja-vu occurs in rapid succession
26Overwhelming stench of rot
27Time is frozen for a moment
28Glimpses of the future
29People's faces are swapped
30Cracks in the fabric of reality
31One of your allies just became hostile
32Hostiles are encroaching
33Your allies have vanished
34Darkness has enveloped you
35–36You've become a monster

Delusions Roll 3D12

Strictly narrative — apply no mechanical penalties. Delusions are fertile ground for tension, mystery, and horror.

Delusions table (3D12) in Left for the Vultures
RollResult
3–4You were chosen by the gods.
5–6You have an impenetrable armor.
7–8Someone keeps poisoning your food.
9You were created by forbidden Magick.
10You have an important secret mission.
11An unseen or invisible foe is hunting you.
12You've travelled from the past or future.
13You're irresistibly charming.
14You are part of a secret unknown fellowship.
15You are slowly turning into a monster.
16Spirits are haunting you.
17You are decaying, and seeking a cure.
18You are hosting parasites.
19You have a mysterious disease.
20You possess infinite knowledge.
21Everything is a world-changing situation.
22Your blood is the key. You must keep it safe.
23A dead relative is secretly alive.
24Someone you know is secretly an imposter (cannot be another PC).
25Every stranger secretly knows you.
26You have been cursed.
27You have memories that never actually happened.
28You are in a dream.
29Some inanimate objects are alive.
30Everyone conspires against you.
31You've lost something important.
32Anyone disagreeing with you is overly hostile.
33You're somehow doomed.
34Anything of a specific color is an unnatural hungering terror.
35–36You are immortal.

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