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Critical Hits

Note: where it says “x Turns of Stun,” that means that they cannot start to recover from the Stunned state until that minimum time has passed. Color text can be modified to suit, if necessary.  

Torso Crits

Unarmed Attack
2   Blow breaks foe’s hip. Foe is knocked down, and at -5 DX until healed. 2x damage, foe is Stunned for 2d Turns. Foe gets no Active Defense for 2 Turns.
3   Strike to foe’s side. 2x damage, and foe is knocked down and Stunned for 1d Turns. Add +1 to your next attack.
4   Hard blow to chest breaks ribs. HT roll to avoid puncturing a lung. Foe has a hard time breathing, and is Stunned for 1d Turns.
5   Strike to side breaks 3 ribs. Foe is at -2 DX and is Stunned for 1d Turns. 1.5x damage.
6   Hit a tender spot. 2x Shock.
7   Strike upper chest area. +1 damage and foe is Stunned for 1d-2 Turns.
8  Perfectly executed strike is beautiful to look at (+2 reaction) and does +2 damage.
9   Strike upper chest area. +2 damage, and foe is Stunned for 1d-1 Turns.
10   Clever use of the foe’s momentum means the strike propels the foe stumbling a yard before falling on their face. +2 damage, and foe is prone.
11   Blow to back smashes muscle and fractures the scapula. 2x damage, foe is at -4 DX, is knocked down, and Stunned for 1d+3 Turns.
12   A hard slam to the foe’s chest caves in the ribcage, puncturing a lung and causing massive internal bleeding. Foe is knocked down, is Stunned for 1d Turns, and bleeding internally and slowly choking on their own blood. They are out of the fight.     Crushing Attack
2   Hard blow to chest caves in ribcage. Heart is slashed by bone fragment and a lung is punctured. Victim falls, unconscious, with a mortal wound. 3x damage.
3   Strike to back knocks foe down and smashes tendons. Foe is Stunned for 1d Turns, and is at -2 DX until healed. 2x damage.
4   Bash to chest bypasses half the DR as armor is caved in (or mail links broken). -2 DR in that location. Foe is Stunned 1d-2 Turns.
5   Slam to midsection knocks wind out of foe. Stunned for 1d-1 Turns, and can’t breathe until they make a HT-2 roll. Max damage and -2 FT.
6   Hard blow to chest. +1 damage and foe is at -1 DX next Turn.
7   Blow strikes kidney area. 2x Shock effects.
8   Strike cracks foe’s ribs. Foe is Stunned for 1d Turns, and at -2 DX until the combat is over.
9   Strike upper chest area. +2 damage, Foe is Stunned 1d-2 Turns, and is at -2 to Active Defenses next turn.
10   Hard blow to back. +2 damage, and foe is Stunned for 1 Turn. Move foe 3’ to the side (attacker’s choice).
11   Blow to foe’s side. 1.5x damage, foe has 1d-2 broken ribs, and is Stunned for 1d-1 Turns. Foe is at -2 DX.
12   Strike to foe’s side. 2x damage and foe is knocked down and is Stunned 1d Turns. Add +1 to your next attack.   Cutting Attack
2   Cut to side ruptures spleen. 1d HP/day until healed. 2x max damage. Foe is Stunned for 1d Turns. Bleeding.
3   Diagonal slash down torso causes 2x damage and 2x bleeding. Foe is Stunned for at least 1d Turns; 1d ribs cleaved. One arm’s DX at -4 until healed (1-3 weapon arm, 4-6 other arm).
4   Well-aimed blow bypasses half the DR. Foe is Stunned 1 Turn.
5   Strike to foe’s hip. Foe is knocked down and is Stunned for 1d-4 Turns. -2 DX for 1d Turns; Move is halved.
6   Slash to foe’s back yields 2x bleeding and +2 damage. Foe is Stunned for at least 1 Turn.
7   Break foe’s rib with an audible crack. 2x Shock, +1 damage, and foe is at -1 DX for 3 Turns.
8   Chest wound that bleeds at 2x rate. +1 damage, foe is Stunned for 1 Turn.
9   Cut under armpit knocks foe over and Stuns foe for 1d-3 Turns. +3 damage, and foe gets no Active Defense for 2 Turns.
10   Strike to foe’s side yields a lot of blood and 1.5x damage. Foe is Stunned for 1d Turns and at -1 DX for the next 3 Turns.
11   Downward slice half disembowels foe; foe must make a Fright Check. 1d HP/hour until healed. 3x damage, foe is Stunned for 1d Turns (and likely trying to contain their intestines). Bleeding at 2/HP per minute.
12   Cleaving cut severs spinal cord (HT-4/limb to avoid paralysis/crippling). Take 1d HP/day until healed. 2x damage. Foe is out of the fight, facing a mortal wound, and will likely die in, at most, a few days unless they get surgery or healing magic. Bleeding.   Impaling Attack
2   Nail sucker in lower back. Internal bleeding and shock will kill foe in about a minute. Foe is down and out. Excellent!
3   Strike through foe’s back severs a vein. Foe is Stunned for 3d turns, falls unconscious, then dies in 2 minutes.
4   Strike through foe’s hip. +2 damage, foe is Stunned 1d Turns, and is at -1 MV and -1 DX.
5   Glancing blow to shoulder slashes deltoid muscle. Weapon arm is at -4 DX until healed.
6   Strike foe in chest. Foe bleeds at +1 HP/minute and is Stunned 1 Turn.
7   Glancing strike cleaves across midsection, resulting in a long, ragged, shallow (but bloody) gash. +1 HP pre minute of bleeding. 1d-2 Turns of Stun.
8   Deep blow to midsection pierces a vein. 2x bleeding, Stunned 1d-2 Turns.
9   Side wound. Foe is Stunned for 1d Turns. Add +1 to your next attack.
10   Jab to back slides between parts of foe’s armor, bypass half DR. If no external armor, then the attack does 1.5x damage and foe bleeds at +1 HP/minute.
11   Strike to foe’s chest severs a vein. Foe drops immediately and dies in 2 minutes dow to shock and blood loss. Attacker is sprayed with foe’s blood. Yick!
12   Lucky strike bypasses all armor, and blow passes completely through foe (all other foes witnessing this must make a Reaction Roll at +5)    

Head Crits

Unarmed Attack
2   Foe is instantly killed as blow snaps their head back, breaking their neck. All foes make reaction roll at +4. Friends seeing the blow get a +1 to their next attack roll.
3   Blow to back of neck fractures backbone and damages spine. Foe falls and drops anything they had in their hands; HT roll to avoid paralysis. +2 damage.
4   Strike to the side of the head. 2x damage, a skull fracture, and foe is out for 20-(HT/2) hours.
5   Blow to back of neck temporarily paralyzes foe from the shoulders down. 2x damage, foe is knocked down, and will be paralyzed until foe can make a HT-3 roll.
6   Smack to the eye. Foe gets a black eye and takes normal damage. Great shiner, though! Eye swells up for a day; treat as the One Eye disadvantage.
7   Strike to the cheek causes huge ugly bruise; normal damage. Foe loses 1d teeth from that side, is Stunned for 2 Turns, and is spitting blood from the cuts on the inside of the cheek.
8   Hit to top of head. Foe is Stunned for 3 Turns.
9   Uppercut to chin knocks opponent out for 3d Turns and sends him back at least 3 feet. Foe also loses 1d-1 teeth. Quit showing off!
10   Blow to the back of foe’s neck fractures spine. 2x damage, foe is knocked down.
11   Fracture foe’s skull and bone fragments damage brain. 3x damage and foe is Stunned for 1d Turns.
12   Blow to foe’s jaw breaks jaw and knocks foe unconscious. Foe lies still after impacting the ground 3 feet away.   Crushing Attack
2   Foe is instantly killed as head explodes in a shower of gore. All foes make Reaction rolls at +4. Friends seeing the blow get a +1 to their next attack.
3   Blow to back of head crushes backbone and severs spine. Foe dies if HT check is not made, success means paralysis. 2x max damage.
4   Strike to forehead, damaging the eyes, making the foe blind. Each eye gets a HT roll to recover (after several minutes). Foe is Stunned for 2d Turns. Max damage. That’ll teach ‘em!
5   Blow to side of the head. 1.5x damage. Foe must make a HT roll to stay conscious, and if conscious, has a headache.
6   Strike to ear. Foe is deafened in that ear for 2d days (HT roll to get hearing back, otherwise it’s permanent). Ringing in the ear makes all skill use at -1 to skill during this time.
7   Strike to cheek dislocates jaw and rips the soft tissue of the cheek. Stunned for 2 Turns, and loses 1d-2 teeth from that side. Wound will leave a nasty scar.
8   Break the foe’s nose with a strike to the face. Foe is knocked on their butt, and is Stunned for 4 Turns.
9   Hit to top of the head. Max damage, and foe is Stunned for 4 Turns.
10   Blow to foe’s forehead. He is knocked down and at -4 to all skills for a full day. +2 damage, and foe is Stunned for 3 Turns.
11   Blow to head rattles skull and damages brain. 2x damage. If blow was not to the skull, the brain takes 1d damage as if the blow did strike the skull.
12   Upward blow to foe’s jaw drives bone through the brain. Foe dies within seconds after impacting the ground 6’ away.   Cutting Attack
2   Strike to foe’s head makes life difficult for the poor fool. Foe expires in a heap, immediately.
3   Strike foe’s head and neck. 2x max damage, and the foe’s brain is rattled by the hit: Stunned for 3 Turns.
4   Blade scalps foe, sending the hairpiece flying. Max damage, and foe is Stunned for 1 Turn. Foe will die of fluid loss in 1d days if not healed.
5   Cut off foe’s ear. +1 damage, and foe now has the Hard of Hearing disadvantage. Stunned for 2 Turns.
6   Cut foe’s neck. +1 damage, and foe is Stunned for 1d turns. All defenses are at -4 for the foe’s next turn.
7   Slash foe’s nose. Normal damage, but it leaves a nasty scar that will degrade their appearance. Foe is Stunned for 1d Turns.
8   Cut to the side of the head reels foe, sending him 3 feet to the side. Dizzy, he must continue in that direction until a DX-3 roll is made. They move at half MV. +1 damage.
9   Uppercut strike to the jaw, which breaks it. 1d teeth are lost, and no intelligible speech is possible until healed. 2d-2 Turns of Stun.
10   Cut to cheek widens smile. Foe loses 1 full level of appearance. 2x shock effect, Stunned for 2 Turns.
11   Neck strike severs carotid artery and jugular vein. Foe dies, spraying blood all over as they thrash about for a few seconds before dying. Pat yourself on the back. Good work!
12   Foe is instantly killed as the top of their head is sheared off in a spray of blood and brains. Foes make Reaction roll at +5. Awesome.   Impaling Attack
2   Shot through both ears proves effective. Foe dies instantly. Foes make reaction roll at +4. Pretty shot.
3   Strike through foe's eye; foe dies instantly. Add +1 to your attack skill next turn.
4   Jab to face sends weapon into mouth. Bypass any non-external DR. Foe is stunned and choking on blood until treated.
5   Strike through foe's cheek. Foe drops and goes unconscious. May bleed to death if foe doesn't receive medical attention. Foe now has lopsided grin.
6   Thrust to back of head knocks foe down. If foe has helm, he is stunned for 1d turns. If no helm, foe is unconscious.
7   Rip foe's ear, its tattered remains hang from the head in a bloody mess. Foe gets Hard of Hearing disadvantage. Foe is stunned for 1 Turn.
8   Glancing blow along cheek. Foe is Stunned for 1 Turn. +1 damage.
9   Strike to side of head. Foe is knocked out for 6 hours if he fails a HT-3 roll. If foe has no helm, you do 2x damage, and foe doesn't get a HT roll at all.
10   Slam to back of head. If foe has no helm, 2x damage. If foe has helm, max damage and foe is knocked down and stunned for 1d+3 Turns.
11   Jab through neck. Sever vein and artery. Foe cannot breathe, drops, and dies of a massive heart failure in 2 minutes.
12   Strike through brain makes life difficult for poor foe. Add +1 to your next attack. Good job.  

Vitals Criticals

Impaling Attack
2   Shot through heart sends foe reeling 10 feet to a spot suitable for dying. Weapon is stuck in reeling foe.
3   Strike through foe’s side destroys a variety of organs. Stunned for 3 Turns, 2x damage. Foe will eventually die of organ failure in a few minutes.
4   Major abdominal wound. Foe bleeds at +2 HP per min. and is Stunned for 1d+2 Turns. Foe is at -2 to skills.
5   Upward strike beneath ribcage penetrates a lung. 2x damage, 1d-2 turns of stun.
6   Shot to stomach causes nasty ulcer. +2 damage, and foe loses 1 HP per hour until healed.
7   Blow to back damages kidney. +2 damage, Stunned for 1d Turns.
8   Jab to sternum cuts cartilage. Foe is Stunned 1 turn and off balance (-2 to all rolls).
9   Shot to lung Stuns foe until he can make a HT-4 roll. Foe can't catch his breath.
10   Max damage as thrust slides into pancreas. Foe is Stunned for 1d-2 Turns, and loses 1d HP per day until healed.
11   Slam into midsection hits intestine. Septic wound, 2x damage, and foe will die in 1d days if not treated. Very odorous.
12   Strike through both of foe’s lungs. Foe drops and passes out, then dies in about a minute. Add +2 to your next attack.  

Arms/Hands Criticals

Unarmed Attacks
2   Blow shatters elbow and causes a compound fracture. Artery cut, and foe can potentially bleed out. Max damage, limb crippled (broken) until healed; foe drops any weapon held in that hand.
3   Attack dislocates shoulder. Max damage, limb temporarily useless until after the battle, foe drops weapon.
4   Blow hits a nerve point, causing foe to experience painful tingling and loss of motor control. 2x damage, foe makes DX-4 roll or drop weapon/item.
5   Strike to the wrist numbs hand. Normal damage, foe makes DX-2 roll or drops weapon/item.
6   Elbow strike to upper arm knocks foe off balance. Normal damage, foe is knocked off balance (DX-2 next turn, weapon is unready, and foe stumbles 2 hexes away from player).
7   High kick to elbow sends foe stumbling away. Normal damage, foe is knocked off balance (DX-2 next turn, weapon is unready, and foe stumbles 2 hexes away from player).
8   Strong punch to foe’s forearm, twisting his body and sending him sprawling. Normal damage, foe is knocked off balance (DX-2 next turn, weapon is unready, and foe stumbles 2 hexes away from player).
9   Blow to foe’s weapon arm leaves a bone bruise. Normal damage, foe’s weapon becomes unready.
10   Blow to foe’s non-weapon shoulder dislocates arm. Max damage, foe drops weapon/item. Foe is stunned 1d turns.
11   Solid strike causes compound fracture in wrist/hand. It is useless until healed. Max damage, and Bleeding ensues.
12   A wet snapping sound is heard as foe’s arm breaks and the broken end of a bone sticks out of the arm. Attacker may put foe in an arm/wrist lock as per Martial Arts. 2x damage and Bleeding from the compound fracture wound.   Crushing Attacks
2   Limb is pulped as weapon breaks bone and tears/mashes tendons, weapon is dropped, limb is permanently crippled, max damage. If the foe fails a HT roll, its a compound fracture, and bleeding ensues.
3   Limb crippled as bone is fractured, max damage, weapon is dropped, limb is crippled at least for the fight.
4   Hammer the foe’s shoulder. Max damage, 2x shock, roll DX each turn to avoid dropping weapon from numb fingers.
5   Blow breaks foe’s weapon arm. Arm is useless, but it’s a clean break. Max damage, 2x shock, roll DX each turn to avoid dropping weapon.
6   Blow slams into foe’s wrist/hand. +1 damage, foe must make DX-3 roll or drop weapon/item.
7   Hard blow to weapon arm. Normal damage, at least 1 turn of stun (HT rolls may be made to recover after the first turn stunned).
8   Crushing blow to non-primary arm. +2 damage, foe drops weapon/item.
9   Blow hits weapon elbow. Normal damage, but limb is useless until after the battle and anything held is dropped.
10   Bash to foe’s hand. 1d-2 fingers broken. +2 damage, and hand is crippled. Anything held in it is dropped (or knocked away).
11   Shatter elbow in foe’s weapon arm. 2x damage, arm is useless, foe is disarmed, and stunned for 1d turns before being able to roll HT to recover.

12   Cruel strike results in 3x damage, a shattered, crippled limb, and disfiguring scars (-2 to reaction rolls). Bleeding badly (2 HP/minute).   Cutting Attacks
2   Lop. See ya. Literal disarm. Might want to get a tourniquet on that stump, sport!
3   The strike scythes down, cutting to the bone. 3x damage, limb is crippled (use crippling rules, but HT-1). Anything held no longer is.
4   Forearm slash. 2x damage, 1d-2 turns of Stun, foe makes Will-4 roll or drops weapon (High Pain Threshold will negate the drop weapon effect).
5   Slash foe’s upper arm. Max damage, and foe’s weapon becomes Unready.
6   Forearm wound. +1 damage, and foe is at -1 DX with that arm for the rest of the combat.
7  Quick cut to the upper arm makes foe stumble, trying to defend. Normal damage, foe is knocked off balance (DX-2 next turn).
8   Strike to hand disarms foe, flinging their weapon 1d hexes. +1 damage, unarmed foes lose the use of that hand for 1d+1 turns.
9   Forearm slash cuts deep. +2 damage, foe is stunned for 1d-2 turns, must make HT roll to hold onto weapon.
10   Cut to upper arm exposes bone. Max damage, arm is crippled (use standard crippling rules), foe is disarmed as fingers spasm open.
11   2x max damage, cut to the bone, bone is exposed, and foe makes a Fright Check.
12   Limb severed by an elegant, flashy maneuver; massive arterial touting, foe is blinded by their own blood for 1d-1 turns, all foes make a Reaction Roll at +5 (they are impressed).   Impaling Attack
2   Sever artery in foe’s arm. Foe is stunned for 2d turns as he stares at the spurting wound. 2x Bleeding, arm is crippled.
3   The weapon pierces the limb, glancing off of the bone and grating past it. Max damage, extremely painful. 2x Shock.
4   Strike foe in shield arm; arm is useless, and foe is Stunned for 1d turns.
5   The strike bypasses the armor completely (either going in through a chink, or through a weak spot in the links, whatever). Normal damage.
6   Sharp jab dislocates elbow. Arm is crippled until foe takes 2 Turns to pop it back into place.
7   Forearm wound. +1 damage, and foe must make DX roll or is disarmed.
8   Normal damage, but blow hits a nerve. Shock effects as for a wound with 3 extra damage. Foe must make DX-3 roll or be disarmed.
9   Strike foe in shoulder. +2 damage, and foe is stunned 1 Turn and is at -1 DX for 3 Turns.
10   Strike to forearm slides between bones. +2 damage, foe is disarmed. A Quick Contest of ST will allow you to pull foe off balance as you wrench on the weapon.
11   Hard strike slices into upper arm, bone is fractured. Arm is crippled and bleeds at +1 HP per minute.
12   Strike shatters elbow in foe’s weapon arm. Arm is crippled, foes is Stunned for 1d Turns. 2x damage.  

Leg/Foot Criticals

Unarmed Attacks
2   Strike hits the inside of the thigh. 2x damage, and leg is rendered unable to support weight for 1d Turns. Foe falls to the ground.
3   Hit to the knee cracks the kneecap. Foe falls to the ground in agony. Max damage.
4   Slam to leg knocks foe down. +2 damage.
5   Blow to thigh. Foe is stunned for 1 Turn and at -1 Move for the next 2 Turns. +1 damage.
6   Bruise foe’s calf. Foe fights at -2 to attack for the next 2 Turns.
7   Strike to thigh. +1 damage, Stunned for 1 Turn.
8   Major bruise to leg. +2 damage, foe fights at -1 to attack next turn. Foe’s Move is at -2 next turn.
9   Hard slam to lower leg forces foe to make DX-2 roll or fall over. +2 damage.
10   Hit to shin breaks bone. Max damage, and limb is crippled until healed.
11   Strike to inside of thigh fractures femur. 2x Shock, foe falls prone, and leg is crippled. Assuming the crippling is temporary, they will be able to walk again in 1d+2 months (barring surgery or magical healing). 2x damage.
12   Strike to foe’s lower leg breaks both bones. Compound fracture, and foe has +1 bleeding. Foe must make HT roll or fall unconscious.   Crushing Attacks
2   Blow shatters thigh. Compound fracture, and bone shard slices an artery. Foe dies after 2 screaming minutes of inactivity. Vicious.
3   Shatter foe's knee. 2x damage. Foe is knocked down and is Stunned for 1d+2 Turns. Foe is at-3 MV and -2 DX (DX penalty lasts till end of combat).
4   Blow breaks bone in leg. Foe is at 1/2 MV. Major cartilage damage, foe is Stunned for 1d turns. +2 damage.
5   Strike to upper leg results in minor fracture. -1 MV, -1 DX, +1 damage. Stunned for 1 Turn.
6   Bruise foe's calf, foe fights at -2 attack for the next 2 Turns.
7   Strike foe's ankle. Stunned for 1 turn, +1 damage.
8  Hard slam to lower leg forces foe to make DX-2 roll or fall over. +2 damage.
9   Blow to foe's lower leg. Bad bruise. Foe is stunned for 1 turn and at -1 MV. +1 damage.
10  Blow bruises foe's knee. Foe is at -2 MV and is Stunned for 2 Turns. +2 damage.
11  Blow breaks foe's hip. Foe is at -5 DX and both legs are crippled. Foe is down and Stunned for 1d+3 Turns.
12   Strike to foe's lower leg breaks both bones. Compound fracture, and foe bleeds at +1 HP per minute. Foe is unconscious.   Cutting Attacks
2   Strong chop to both legs; foe drops unconscious as legs are hacked off. Roll vs. HT-3 with the second leg being rolled for only if the first fails.
3   Low striking cut chops off foot. Foe is stunned for 1d+2 turns and falls down. 1.5X damage.
4   Slash muscle and tendons in foe's lower leg. Foe is stunned for 1d turns. -2 to MV.
5.  Slash foe's lower leg and sever muscle and tendons. Foe is at half MV and is stunned for 1d+2 turns.
6   Slash muscles in foe's calf. Foe is stunned for 1d-3 turns. +1 damage. -1 to MV.
7   Slash foe's upper leg and deliver +1 damage. Foe is stunned 1 turn.
8   Slice to heel damages foot. -1 to MV, and foot is crippled for 1d turns. +2 damage.
9   Major thigh wound. Foe is bleeding at 2X rate, and MV is halved. Foe is stunned for 1d turns.
10   Cut to back of heel snaps achilles tendon. Foe drops, his leg crippled. Stunned for 1d+2 turns. 1.5X damage.
11   Shatter foe's knee. Crippled. Badly. 2X damage, plus it will take several months to heal assuming surgery to fix shards is successful. Fun with rehab!
12   Sever foe's leg, 2X damage. Foe lapses into unconsciousness and will die in about 2 minutes.   Impaling Attacks
2   Tendons severed, max damage, and limb is crippled.
3   Strike to knee; it shatters. Leg is crippled; unless surgery is successful it is permanent. Foe is Stunned for 1d+4 Turns. Exemplary!
4   Blow to knee bruises bone. -2 MV. Noticeable limp. Foe is knocked down.
5   Blow to hip staggers foe. He reels 3' to the side. Stunned 1d+1 Turns.
6   Pierce upper thigh. +1 damage. Foe is Stunned 1 Turn.
7   Strike to hip spins foe 180 degrees and knocks him off balance. All active defenses at -2.
8   Jab to foot. +2 damage. If foe is on a wooden or softer surface, he is pinned to that spot (ST roll to free, takes a minimum of 2 seconds, assuming the attacker doesn’t pull the weapon out).
9   Blow to lower leg, slash muscle and cartilage. Foe is at half Move. +2 damage, foe is Stunned for 1d Turns.
10.  Knee strike dislocates it. Leg is crippled until foe takes 2 sec. to pop it back into place. Ouch!
11.  Strike to thigh, max damage. -1 DR to that location. Foe at -1 MV.
12   Strike to limb is strong enough to drive it completely through the limb. 2x damage, bypasses half of the DR, 2x shock, and foe must make a DX-2 roll or fall down.

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