| Roll | Severity | Bludgeoning ¹ | Piercing/Ballistic | Slashing | Energy ² | Cold |
| 01-50 | Superficial (0) | Contusion | Pierce | Slash | Blistered | Chilled |
| 51-70 | Light (1) | Crack | Stab | Gash | Scalded | Frosted |
| 71-85 | Moderate (2) | Fracture | Deep Stab | Deep Gash | Seared | Iced |
| 86-95 | Serious (3) | Compound Fracture | Impale | Severe Gash | Scorched | Frozen |
| 96-100 | Critical (4) | Shatter | Run/Shot Through | Possible Sever | Charred | Frozen Solid |
¹ Includes falling, force, sonic damage, and subdual damage.
² Includes acid, lightning, and electricity damage.
Note: To take into account size differences between opponents, modify the location roll by subtracting 10% for every level of size difference if the attacker is smaller. If the attacker is larger, add 10% per level of size difference. This modification to the location roll does not apply to ranged attacks of any kind.
| Roll | Location (Standard Anatomy) | Location (Non-Standard Anatomy) |
| Below 30 | Leg * | Non-vital area or locomotive limb |
| 31-50 | Arm * | Non-vital area or manipulative limb |
| 51-90 | Chest/Abdomen | Vital area |
| 91 or Greater | Head/Neck | Highly vital area |
* If an arm or leg is rolled, roll a second time to determine which limb is hit (equal chance for left or right for normal humanoid physiologies). (The same holds true for creatures with multiple torsos or heads.)
All critical effects can result in the victim suffering one or more conditions, depending on part of the body struck by the attack:
- Dazed: A dazed creature can take no actions (but defends itself normally). A dazed condition normally lasts 1 round.
- Stunned: The character looses his Dodge bonus to Defense (if any) and can take no actions. Foes gain a +2 bonus to hit stunned characters.
- Unconscious: Knocked out and helpless.
- Disabled: Victim is automatically reduced to 0 hp and is disabled. He is conscious and able to act but horribly wounded. He can take only a partial action each round, and if he performs any strenuous action, he takes 1 point of damage after the completing the action.
If a character who is already disabled receives this result, he begins dying instead.
- Dying: Victim is automatically reduced to 0 hp and is dying. He is unconscious and near death. At the end of each round (starting with the round in which the character dropped to 0 hit points), his player rolls d% to see whether he stabilizes. He has a percentage chance to become stable equal to his Constitution score. If he doesnt, he loses 1 hit point.
If a character who is already dying receives a disabled or dying result, he immediately dies.
- Fortitude Saves: Some injuries are so severe that the victim of the critical must make a Fortitude save in order to avoid further effects from the injury. The save DC is 15 + 1 per every 5 points of damage.
- Injury Penalty: An injury penalty is a modifier to a characters attack bonuses and any skill or talent use (where applicable) involving movement. The injury penalty represents decreased capacity as a result of pain, shock, numbness, and other trauma from the wound. A full injury penalty only applies for 1 day after it is received. After that time, all injury penalties are halved as the character is assumed to have either had the benefit of a Treat Injury check, the severity of the pain has naturally diminished, or he has simply become accustomed to the pain.
When a character suffers a critical hit, the results of that critical and its effects on the wounded character depend on the severity of the injury:
- Superficial: Slight bumps, bruises, or lacerations. A wound this severe to the head forces the victim to make a Fortitude save or be dazed.
- Light: Bleeding gashes, punctures, or contusions. The victim suffers a -2 injury penalty until healed. A wound this severe to a leg reduces Speed by ½ until healed. A wound this severe to the head forces the victim to make a Fortitude save or be stunned for 1d4 rounds.
- Moderate: Deeper, more serious wounds. The victim suffers a -4 injury penalty until healed. A wound this severe to a leg reduces Speed to ¼ until healed. A wound this severe to the head or chest forces the victim to make a Fortitude save or be reduced to 0 hp and disabled. A wound this severe to the head forces the victim to make a second Fortitude save or be rendered unconscious for 1d4 minutes.
- Serious: Severe, potentially life-threatening injuries. The effected body part is rendered useless until healed. A wound this severe to an arm or leg forces the victim to make a Fortitude save or be reduced to 0 hp and disabled; even on a successful save the victim is stunned for 1d4 rounds. A wound this severe to the head or chest forces the victim to make a Fortitude save or be reduced to 0 hp and start dying (of shock, or bleeding to death, etc.); even on a successful save the victim is reduced to 0 hp and is disabled.
- Critical: Massive injuries, most likely fatal. The affected body part is rendered useless until healed, and may be completely destroyed. A wound this severe to an arm or leg forces the victim to make a Fortitude save or be reduced to 0 hp and start dying (of shock, or bleeding to death, etc.); even on a successful save, the victim is reduced to 0 hp and disabled. A wound this severe to the head or chest forces the victim to make a Fortitude save or die immediately (of trauma); even on a successful save the victim is reduced to 0 hp and begins dying (of shock, or bleeding to death, etc.).
Bludgeoning Damage: Bludgeoning damage results from any kind of blunt impact from such weapons as maces and clubs, as well as falling, force, sonic, and subdual damage:
- Contusion: Victim suffers only a bad bruise.
- Crack: Victim suffers cracked bone.
- Fracture: Victim suffers a broken bone.
- Compound Fracture: Victim suffers a badly broken bone, which penetrates the skin.
- Shatter: Victim suffers a shattered bone.
Piercing/Ballistic Damage: Piercing or ballistic damage results from any kind of impaling or stabbing weapon (such as some swords, arrows, and spears) or bullets:
- Pierce: Victim suffers only a relatively superficial puncture wound. Ranged weapons (arrows, thrown daggers, bullets, etc.) do not remain stuck in the body.
- Stab: Victim suffers a penetrating wound. Ranged weapons are stuck in the body, but are easily removed.
- Deep Stab: Victim suffered a deep penetrating wound. Ranged weapons are stuck in the body.
- Impale: Victim is impaled on the weapon. Ranged weapons are deeply stuck in the body.
- Run Through: Victim is run completely through by large weapons, or fully impaled to maximum blade length by smaller weapons. Ranged weapons are fully buried in the body.
Slashing Damage: Slashing damage results from any sort of edged weapon capable of cutting along its edge, such as some swords, axes, and pole arms:
- Slash: Victim suffers only a bad laceration.
- Gash: Victim suffers a deep laceration.
- Deep Gash: Victim suffers a very deep laceration.
- Severe Gash: Victim suffers a near complete amputation of the affected body part on a failed Fortitude save.
- Possible Sever: Victim suffers a complete amputation of the affected body part on a failed Fortitude save.
Energy Damage: Energy damage results from fire, acid, lighting, and electricity, as well as damage from lasers, masers, plasma guns and other blasters:
- Blistered: Victim suffers only a bad (1st degree) burn.
- Scalded: Victim suffers a serious (2nd degree) burn.
- Seared: Victim suffers a deep, severe (3rd degree) burn.
- Scorched: Victim suffers a very severe burn.
- Charred: Victim suffers a total reduction to cinders of the affected body part on a failed Fortitude save.
Cold Damage: Cold damage results from any attack by ice and cold:
- Chilled: Victim suffers only a deep chilling.
- Frosted: Victim suffers frostbite.
- Iced: Victim suffers a complete icing-over of the affected body part.
- Frozen: Victim suffers a near total freezing of the affected body part.
- Frozen Solid: Victim suffers a total freezing of the affected body part on a failed Fortitude save.