Message:Fated Table (D6)
1. Fated to die from an Old Chestnut wound. Ignore others. But if you receive an option to choose that, you meet your fate even from a single wound. In case it matters for advancement, player may decide to end his own character's life by self-inflicted Old Chestnut.
2. Fated to die in the twentieth Event of an adventure. No matter the fine outcome and dice beforehand, your character falls dead, gloriously, at the end of the current river adventure. Until then the only wound that otherwise could end your life is a second Fated wound; paradox prophesies are murderous.
3. Fated to die by the hand of a friend. Could be a mercy killing. Could be betrayal. Often just by accident. Treat all wounds you suffer as Fated. Then decide as a group how and why your buddy did the true deed.
4. Fated to enter a Forbidden Chamber (with some Unspeakable Horror). This is triggered by certain events. Doubtful you will last many more. For doing so means instant death. In the aftermath, your surviving friends gain Reward (that you do not share). They will lift a glass to your noble sacrifice; let's salute "what's his name?"
5. Fated to slay a Freaks of Nature (F). Just skip the encounter as auto-resolved when it occurs. If the monstrous freak has already occurred on this river, you may select any other encounter as your penultimate moment. No matter which, the fated event must occur in the next D4 selections (or less). This protection from extraneous harm is typically short-lived. Concluding the auto resolve heals (removes) your Fated wound. This cannot be taken on Event Twenty, the adventure climax. Use result six instead.
6. Fated to receive a great prize. Great is subjective. You are armored by the plot, receiving no wounds except a second Fated deathblow, until your party gains a Reward. This you must take for yourself. Ref may decide that Stat bumps and extra Skills also count as group Rewards that you usurp (ninja-loot) and receive as benefit.
Caveat: You do not become the soak-off for all party wounds. You may be Fated to not to die by certain wounds -- Grievous, Affectation and even that Old Chestnut. Others still may. Players failing rolls during adventures do have consequences. Multiple people with Fated Wounds might trigger their death or recovery in the same event. Seems less empyreal to do so, but that's a quibble.
Yours,
IronRed
04-Oct-2025