Roll |
Severity |
Effect |
01-05 |
d |
Just a Scratch: Foe winces but carries on. Foe mutters a curse and suffers 1 additional wound. |
06-10 |
d |
Caught Weapon: At the start of their next turn, foe must perform a maneuver to regain their stance. |
11-15 |
d |
Backhand Cut: Foe can only use their off-hand on their next turn. |
16-20 |
d |
Weapon Flourish: Foe recoils in fear and must go on Full Defence on their next turn. |
21-25 |
d |
Gut Wound: Foe bends over opening themselves up for attack. Add +s to the next attack vs. target. |
26-30 |
d |
Blunt Strike: Dull side of weapon hits foe’s head. Target removes any b from their next skill check. |
31-35 |
d |
Festering Wound: This Critical Injury’s severity increases by 1 each week until healed (max 4). |
36-40 |
d |
Damaged Tendons: Increase the difficulty of the target’s next check by one. |
Roll |
Severity |
Effect |
41-45 |
dd |
Spinning Like a Top: Target twirls around becoming Disoriented for their next 2 turns. |
46-50 |
dd |
Face Gash: This will leave a scar. +d to all of foe’s Social checks. +d to any Intimidation attempts. |
51-55 |
dd |
Severed Nerves: The target must increase the difficulty of all Agility and Cunning checks by 1. |
56-60 |
dd |
Quick Swings: Foe suffers 1 strain, and their Strain Threshold is reduced by 1 until the critical injury is healed. |
61-65 |
dd |
Slashed Muscles: Target’s Wound threshold is reduced by 1 until this Critical Injury is healed. |
66-70 |
dd |
Chopped Kneecaps: All of target’s skills count as having one less rank to a minimum of zero. |
71-75 |
dd |
Hamstrung: The target loses their free maneuver until this Critical Injury is healed. |
76-80 |
dd |
Broken Morale: Any hostile action foe makes towards opponents causes them to suffer 3 strain. |
81-85 |
dd |
That's a Lot of Blood: Target suffers 2 wounds and must upgrade the difficulty of all checks by 1 until the end of
the encounter. |
86-90 |
dd |
Tormenting Anguish: The target suffers 1 strain each time they receive one or more wounds. |
Roll |
Severity |
Effect |
91-95 |
ddd |
Open Gash: The target suffers 1 wound each time they receive one or more wounds from any source. |
96-100 |
ddd |
Crippled: Target’s limb (DM’s choice) is impaired. Foe must add +d to all checks requiring that limb. |
101-105 |
ddd |
Sliced and Diced: Foe is Disoriented and can only act last each round until critical is healed. |
106-110 |
ddd |
Severed Leg: Foe loses a leg and suffers 4 strain. Until critical is healed foe adds +d to all checks. |
111-115 |
ddd |
Damaged Spine: Foe falls prone and cannot use move maneuvers. Foe must make an Average (dd) Athletics
check to crawl. Increase difficulty of all checks once. |
116-120 |
ddd |
Traumatizing Injury: Flesh rips to reveal bloody tissue. Foe must make an Hard(ddd) Fear check now
and each time they start a combat encounter until this critical is healed. |
121-125 |
ddd |
Severed Achilles Tendon: Foe suffers 2 strain each time they make an action or a maneuver. |
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