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.
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).
| Roll | Result |
|---|---|
| 1 | You curl up into a ball and mutter complete nonsense. |
| 2 | You begin to hallucinate. At first you hear voices. Then you begin to see movement in the shadows. They're all around you! |
| 3 | Life is so absurd! You laugh hysterically. Nonstop. |
| 4 | You stare at nothing and just stand there. |
| 5 | Everything is terrifying. You scream and run as fast as possible. If caught, you close your eyes and scream. |
| 6 | You begin to feel uncontrollable cannibalistic urges. If you could have just a taste! |
| 7 | Everyone is out to get you! You try to kill anyone who comes near. |
| 8 | You begin to make the sounds of an animal as you believe you have become something else. |
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.
| Roll | Result |
|---|---|
| 2–3 | You suffer a horrible wound. Roll on the Gruesome and Unusual Injuries table. |
| 4–5 | You suffer an internal injury. Roll on the Internal Injuries table. |
| 6–7 | You now have an involuntary tick. Roll on the Uncontrollable Ticks table. |
| 8 | You suffer serious damage. Roll on the Debilitating Injuries table. |
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.
| Roll | Result |
|---|---|
| 2–3 | You develop a phobia. Roll on the Phobia table. |
| 4–5 | You develop an obsession. Roll on the Obsession table. |
| 6–7 | You develop a tick. Roll on the Uncontrollable Ticks table. |
| 8–9 | You develop an urge. Roll on the Urge table. |
| 10–11 | You develop an addiction. Roll on the Addiction table. |
| 12–13 | You develop a delusion. Roll on the Delusions table. |
| 14–15 | You develop resentment for something you once loved or held in high esteem. Work it out with the Fatebinder. |
| 16 | You develop a recurring hallucination. Roll on the Hallucinations table. |
A permanent, major deformity. Primarily cosmetic — no additional mechanical penalty beyond the permanent PH already lost.
| Roll | Result |
|---|---|
| 3 | Empty Eye Socket: one of your eyes is gone |
| 4–5 | Split Torso: a deep wound across the torso |
| 6 | Split Hand |
| 7 | Cracked Pelvis |
| 8 | Gouged Flesh: chunks of skin or muscle are missing, leaving the area exposed and prone to infection |
| 9 | Shredded Fingertips: skin & nails are torn off |
| 10 | Flayed Skin |
| 11 | Exposed Tendons |
| 12–14 | Bent Forearm |
| 15–16 | Split Tongue |
| 17–18 | Ripped Cheek |
| 19 | Ripped Scalp |
| 20 | Lacerated Throat: a slash across the neck narrowly avoids killing you but leaves your voice raspy |
| 21–22 | Ruptured Knee |
| 23–24 | Unzipped Back |
| 25–27 | Protruding Bone Fragments |
| 28–29 | Internal Damage: you constantly cough blood |
| 30 | Damaged Organ |
| 31 | Deformed or Missing Nose |
| 32 | Ruptured Belly |
| 33 | Gouged Sternum: a deep wound over the chest leaves the ribs exposed and makes every breath labored |
| 34 | Twisted Spine |
| 35 | Dislodged Limb |
| 36 | Cracked Skull |
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.
| Roll | Result |
|---|---|
| 3–4 | Ruptured Gut: something tore loose inside |
| 5–6 | Collapsed Lung: one side of your chest doesn't fill right anymore |
| 7–8 | Crushed Windpipe: your voice is barely a rasp. Shouting is impossible |
| 9 | Burst Vessel in the Brain: headaches come without warning |
| 10 | Shattered Rib Into the Chest Wall: every deep breath reminds you it's there |
| 11 | Torn Stomach Lining: the taste of blood is now a permanent companion |
| 12 | Severed Nerve Cluster: a section of your body went quiet |
| 13 | Spinal Shock: every blow to your back can make you a cripple |
| 14–15 | Cracked Vertebrae: they grind together when you move |
| 16–17 | Slow Internal Bleed: you bleed slowly and tire fast |
| 18–19 | Concussive Nerve Damage: you lose words, sometimes mid-sentence |
| 20–21 | Punctured Intestine: the smell sometimes comes back to you in your sleep |
| 22–23 | Dislocated Vertebrae: certain movements send a wave of nausea |
| 24–25 | Adrenal Collapse: you feel calm when you should panic |
| 26–27 | Torn Diaphragm: breathing under strain becomes desperate |
| 28 | Displaced Bone Fragment: a chip of bone migrated somewhere it was never meant to be |
| 29 | Internal Tearing: the damage is deep in the soft tissue |
| 30 | Clotted Veins: the affected area is always cold |
| 31 | Bladder Rupture: it was repaired. Poorly |
| 32 | Stomach Acid Leakage: you feel it when you twist at the waist |
| 33 | Liver Trauma: your tolerance for drink is gone. One cup does what five used to |
| 34 | Ruptured Eardrums: the hearing in one ear is mostly gone |
| 35 | Bowel Obstruction: something is blocked and won't clear |
| 36 | Pierced Heart: by all rights, you should be dead |
The wound leaves you impaired: reduce your maximum equipment slots by 1, but gain 3 Grit.
| Roll | Result |
|---|---|
| 2–3 | Spinal Injury |
| 4–5 | Torn Ligament |
| 6 | Crushed Skull |
| 7 | Collapsed Lung |
| 8 | Shattered Jaw |
| 9 | Ringing Ears |
| 10 | Broken Pelvis |
| 11 | Reduced Range of Motion — Neck |
| 12 | Reduced Range of Motion — Legs |
| 13 | Reduced Range of Motion — Back |
| 14 | Reduced Range of Motion — Arms |
| 15 | Severed Finger |
| 16 | Shutdown of Non-Essential Body Systems |
| 17 | Severed Foot |
| 18 | Damaged Throat |
| 19 | Severed Hand |
| 20 | Severed Arm |
| 21 | Severed Leg |
| 22 | Blinded Eye |
| 23 | Permanent Nerve Damage |
| 24 | Partial Paralysis |
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.
| Roll | Result |
|---|---|
| 3–4 | Pyrophobia — Fire |
| 5–6 | Catoptrophobia — Mirrors |
| 7–8 | Megalophobia — Large Objects |
| 9 | Phasmophobia — Spirits |
| 10 | Necrophobia — Dead People |
| 11 | Automatonophobia — Dolls or Statues |
| 12 | Taphophobia — Being Buried Alive |
| 13 | Aulophobia — Flutes or Similar Sounds |
| 14 | Ombrophobia — Rain |
| 15 | Acrophobia — Heights |
| 16 | Claustrophobia — Confined Spaces |
| 17 | Thalassophobia — Deep Water |
| 18 | Arachnophobia — Spiders |
| 19 | Hemophobia — Blood |
| 20 | Ophidiophobia — Snakes |
| 21 | Entomophobia — Insects |
| 22 | Zoophobia — Animals |
| 23 | Ornithophobia — Birds |
| 24 | Trypophobia — Small Holes Clustered Together |
| 25 | Enochlophobia — Large Groups |
| 26 | Bathophobia — Deep Holes |
| 27 | Nosophobia — Disease |
| 28 | Coulrophobia — Jesters |
| 29 | Carnophobia — Meat |
| 30 | Ailurophobia — Cats |
| 31–32 | Astrophobia — Celestial Bodies |
| 33–34 | Botanophobia — Plants |
| 35–36 | Chronophobia — Time Running Out |
No mechanical effect — decide how the obsession manifests out of combat to add depth to your revenant.
| Roll | Result |
|---|---|
| 3–4 | The Dead |
| 5–6 | Fear in Others |
| 7–8 | Pleasure that Others are Experiencing |
| 9 | Ancient Books or Scrolls |
| 10 | Broken Objects |
| 11 | Those from Whom You Seek Vengeance |
| 12 | Musical Instruments |
| 13 | Mirrors |
| 14 | Others Whispering |
| 15 | Heirloom Jewelry |
| 16 | Keys |
| 17 | Death and Decay |
| 18 | Precious Gems |
| 19 | Closed Doors |
| 20 | Your Reputation |
| 21 | Understanding the Unknown |
| 22 | Immortality |
| 23 | A Doomsday Prophecy You Created |
| 24 | Black Candles |
| 25 | Intricate Designs |
| 26 | Timepieces |
| 27 | Bones |
| 28 | Whispers in the Dark |
| 29 | Necromancy |
| 30 | Blood on Hands |
| 31 | Open Wounds |
| 32 | Filthy and Dirty Things |
| 33 | Alchemical Concoctions |
| 34–35 | Forgotten Faces |
| 36 | Pain in Others |
No mechanical function — embrace your tick to enrich roleplay. Ticks occur as frequently as you choose.
| Roll | Result |
|---|---|
| 3–4 | You blink. A lot. |
| 5–6 | You scratch uncontrollably. |
| 7–8 | You bite your nails. |
| 9 | You sneer at inappropriate moments. |
| 10 | You always say your name backwards. |
| 11 | You grind your teeth. |
| 12 | You poke your finger with a sharp object. |
| 13 | You pull your hair. |
| 14 | You are always shivering. |
| 15 | You flinch suddenly. |
| 16 | You stutter. |
| 17 | You hum music periodically. |
| 18 | You have shaky hands. |
| 19 | You make strange sounds and throaty clicks. |
| 20 | You draw your weapon during everyday conversations. |
| 21 | You mutter under your breath. |
| 22 | You pat each ally on the back every moon. |
| 23 | Your muscles twitch. |
| 24 | You avoid eye contact. |
| 25 | You make uncomfortably long eye contact. |
| 26 | You count things. |
| 27 | You dust yourself off. |
| 28 | You think hard, even for easy decisions. |
| 29 | You avoid stepping on shadows. |
| 30 | You are constantly looking over your shoulder. |
| 31 | You repeat other people's last words. |
| 32 | Whenever you are wounded, you breathe very heavy for a moment. |
| 33 | You lick your lips. |
| 34 | You smell your fingers constantly. |
| 35–36 | When you hear knocks or banging, you always say "Who?" |
No direct mechanical effect. Urges are not compulsions — the character can resist them unless they choose to give in.
| Roll | Result |
|---|---|
| 3–4 | You feel you have to break things. |
| 5–6 | You feel you have to stand over those you've killed. |
| 7–8 | You feel you have to never leave a room the same way you entered. |
| 9 | You feel you have to move towards danger. |
| 10 | You feel you have to collect trophies of everything you kill. |
| 11 | You feel you have to revisit the scene of every combat. |
| 12 | You feel you have to speak to the dead as if they still live. |
| 13 | You feel you have to say a word that rhymes with someone's name after you meet them. |
| 14 | You feel you have to touch everything. |
| 15 | You feel you have to open doors. |
| 16 | You feel you have to blame others. |
| 17 | You feel you have to destroy all evidence. |
| 18 | You feel you have to confess things randomly. |
| 19 | You feel you have to taste everything. |
| 20 | You feel you have to deprive yourself of pleasure. |
| 21 | You feel you have to draw "The Symbol" everywhere. |
| 22 | You feel you have to write everything down. |
| 23 | You feel you have to always poke the dead — just to make sure. |
| 24 | You feel you have to desecrate the dead. |
| 25 | You feel you have to talk in rhyme. |
| 26 | You feel you have to feel pain. |
| 27 | You feel you have to experience the unknown. |
| 28 | You feel you have to prove your dominance. |
| 29 | You feel you have to touch every weapon you see. |
| 30 | You feel you have to take things apart and put them back together. |
| 31 | You feel you have to smell the hair (or baldness) of others. |
| 32 | You feel you have to make noise whenever it is too quiet. |
| 33 | You feel you have to say "Leave 'Em" frequently, even at inappropriate times. |
| 34 | You feel you have to pray constantly. |
| 35–36 | You feel you have to steal things. |
Let the addiction influence your roleplay. Giving in should carry narrative weight; overcoming it may require effort, sacrifice, or story consequences.
| Roll | Result |
|---|---|
| 3–4 | You're addicted to stealing things. |
| 5–6 | You're addicted to Ashbrew. |
| 7–8 | You're addicted to making bets. |
| 9 | You're addicted to gambling with lives — yours and other people's. |
| 10 | You're addicted to drinking blood. |
| 11 | You're addicted to drinking strange alchemical concoctions. |
| 12 | You're addicted to performing holy rituals. |
| 13 | You're addicted to Void Dust. |
| 14 | You're addicted to being bathed in light. |
| 15 | You're addicted to excessive stimulation. |
| 16 | You're addicted to warm food. |
| 17 | You're addicted to giving yourself scars. |
| 18 | You're addicted to hearing your favorite song. |
| 19 | You're addicted to reading at least one chapter of a book each moon. |
| 20 | You're addicted to taking naps. |
| 21 | You're addicted to having strange Magicks used on you. |
| 22 | You're addicted to being praised as a hero. |
| 23 | You're addicted to sacrificing living things. |
| 24 | You're addicted to winning at fair competition. |
| 25 | You're addicted to hoarding things. |
| 26 | You're addicted to pulling teeth. |
| 27 | You're addicted to causing fear in others. |
| 28 | You're addicted to picking at wounds. |
| 29 | You're addicted to chewing on crunchy things, even if it's glass. |
| 30 | You're addicted to sharpening your blades. |
| 31 | You're addicted to learning something new about someone. |
| 32 | You're addicted to being watched. |
| 33 | You're addicted to the smell of death. |
| 34–35 | You're addicted to feeling victimized. |
| 36 | You're addicted to eating raw flesh. |
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.
| Roll | Result |
|---|---|
| 3–4 | Oozing blood from the walls |
| 5–6 | Shifting shadows |
| 7–8 | Phantom figures |
| 9 | Insects crawl on you |
| 10 | Distorted or monstrous faces |
| 11 | Whispering voices all around |
| 12 | Screams nearby |
| 13 | Mocking laughter |
| 14 | Commands from a voice |
| 15 | Something touched you |
| 16 | Hands burst out and grab you |
| 17 | You are badly wounded |
| 18 | A demonic presence |
| 19 | Tentacles creep around corners |
| 20 | Buzzing in your ear from insects |
| 21 | Ashes in your mouth |
| 22 | Walls are closing in |
| 23 | Burning pain on your skin |
| 24 | Light sources are dimming or dying |
| 25 | Deja-vu occurs in rapid succession |
| 26 | Overwhelming stench of rot |
| 27 | Time is frozen for a moment |
| 28 | Glimpses of the future |
| 29 | People's faces are swapped |
| 30 | Cracks in the fabric of reality |
| 31 | One of your allies just became hostile |
| 32 | Hostiles are encroaching |
| 33 | Your allies have vanished |
| 34 | Darkness has enveloped you |
| 35–36 | You've become a monster |
Strictly narrative — apply no mechanical penalties. Delusions are fertile ground for tension, mystery, and horror.
| Roll | Result |
|---|---|
| 3–4 | You were chosen by the gods. |
| 5–6 | You have an impenetrable armor. |
| 7–8 | Someone keeps poisoning your food. |
| 9 | You were created by forbidden Magick. |
| 10 | You have an important secret mission. |
| 11 | An unseen or invisible foe is hunting you. |
| 12 | You've travelled from the past or future. |
| 13 | You're irresistibly charming. |
| 14 | You are part of a secret unknown fellowship. |
| 15 | You are slowly turning into a monster. |
| 16 | Spirits are haunting you. |
| 17 | You are decaying, and seeking a cure. |
| 18 | You are hosting parasites. |
| 19 | You have a mysterious disease. |
| 20 | You possess infinite knowledge. |
| 21 | Everything is a world-changing situation. |
| 22 | Your blood is the key. You must keep it safe. |
| 23 | A dead relative is secretly alive. |
| 24 | Someone you know is secretly an imposter (cannot be another PC). |
| 25 | Every stranger secretly knows you. |
| 26 | You have been cursed. |
| 27 | You have memories that never actually happened. |
| 28 | You are in a dream. |
| 29 | Some inanimate objects are alive. |
| 30 | Everyone conspires against you. |
| 31 | You've lost something important. |
| 32 | Anyone disagreeing with you is overly hostile. |
| 33 | You're somehow doomed. |
| 34 | Anything of a specific color is an unnatural hungering terror. |
| 35–36 | You are immortal. |
They are free, and they stay free. If they have been useful to you, you might consider picking up the full game. Left for the Vultures is made by a small independent team of human artists and writers, and every copy helps us keep making things by hand.
The core book holds the whole game: combat, Magick, conditions, the Fatebinder's guidance for running it, and original hand-made art throughout.
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