þÿ<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <title>Critical Tables</title> <style type="text/css"> body { font-family: verdana, sans-serif; font-size: 0.8em; color: #ccff7c; background: #000000; padding-left: 1em; padding-right: 1em; } h1,h2,h3,h4,h5,h6 { font-family: "OCR A Extended", monospace; } p { margin-top: 1em; margin-bottom: 1em; } table { font-size: 1em; background: #008000; } th { color: #ccff7c; } td { color: #ccff7c; background: #000000; } hr { color: #008000; background: #008000; } em { font-style: normal; font-weight: normal; color: #ffcc00; } strong { font-style: italic; font-weight: bold; color: #ffcc00; } :link { color: #00ff00; } :visited { color: #ffcc00; } div.indent { padding-left: 1em; padding-right: 1em; } div.box { border: solid; border-width: thin; border-color: #008000; margin-left: 1em; margin-right: 1em; padding-left: 0.5em; padding-right: 0.5em; margin-top: 1em; margin-bottom: 1em; } </style> </head> <body> <hr noshade> <h2 align="center"><a id="Effects">Critical Effects Table</a></h2> <table border="0" cellpadding="1" width="100%"> <tr> <th>Roll</th> <th>Severity</th> <th>Bludgeoning ¹</th> <th>Piercing/Ballistic</th> <th>Slashing</th> <th>Energy ²</th> <th>Cold</th> </tr> <tr align="center"> <td>01-50</td> <td>Superficial (0)</td> <td>Contusion</td> <td>Pierce</td> <td>Slash</td> <td>Blistered</td> <td>Chilled</td> </tr> <tr align="center"> <td>51-70</td> <td>Light (1)</td> <td>Crack</td> <td>Stab</td> <td>Gash</td> <td>Scalded</td> <td>Frosted</td> </tr> <tr align="center"> <td>71-85</td> <td>Moderate (2)</td> <td>Fracture</td> <td>Deep Stab</td> <td>Deep Gash</td> <td>Seared</td> <td>Iced</td> </tr> <tr align="center"> <td>86-95</td> <td>Serious (3)</td> <td>Compound Fracture</td> <td>Impale</td> <td>Severe Gash</td> <td>Scorched</td> <td>Frozen</td> </tr> <tr align="center"> <td>96-100</td> <td>Critical (4)</td> <td>Shatter</td> <td>Run/Shot Through</td> <td>Possible Sever</td> <td>Charred</td> <td>Frozen Solid</td> </table> <p align="center"><small>¹ Includes falling, force, sonic damage, and subdual damage.</small><br> <small>² Includes acid, lightning, and electricity damage.</small></p> <h2 align="center"><a id="Location">Critical Hit Location Table</a></h2> <p align="center"><b>Note:</b> 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.</p> <table border="0" cellpadding="1" width="100%"> <tr> <th>Roll</th> <th>Location <small>(Standard Anatomy)</small></th> <th>Location <small>(Non-Standard Anatomy)</small></th> </tr> <tr> <td align="center">Below 30</td> <td>Leg *</td> <td>Non-vital area or locomotive limb</td> </tr> <tr> <td align="center">31-50</td> <td>Arm *</td> <td>Non-vital area or manipulative limb</td> </tr> <tr> <td align="center">51-90</td> <td>Chest/Abdomen</td> <td>Vital area</td> </tr> <tr> <td align="center">91 or Greater</td> <td>Head/Neck</td> <td>Highly vital area</td> </tr> </table> <p align="center"><small>* If an arm or leg is rolled, roll a second time to determine <i>which</i> limb is hit (equal chance for left or right for normal humanoid physiologies). (The same holds true for creatures with multiple torsos or heads.)</small></p> <hr noshade> <h3><a id="Conditions">Condition Summary:</a></h3> <p>All critical effects can result in the victim suffering one or more conditions, depending on part of the body struck by the attack:</p> <ul> <li><b>Dazed:</b> A dazed creature can take no actions (but defends itself normally). A dazed condition normally lasts 1 round.</li> <li><b>Stunned:</b> The character looses his Dodge bonus to Defense (if any) and can take no actions. Foes gain a +2 bonus to hit stunned characters.</li> <li><b>Unconscious:</b> Knocked out and helpless.</li> <li><b>Disabled:</b> 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.<br> If a character who is already disabled receives this result, he begins dying instead.</li> <li><b>Dying:</b> 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 doesn’t, he loses 1 hit point.<br> If a character who is already dying receives a disabled or dying result, he immediately dies.</li> <li><b>Fortitude Saves:</b> 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.</li> <li><b>Injury Penalty:</b> An injury penalty is a modifier to a character’s 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.</li> </ul> <h3><a id="Severity">Severity Levels:</a></h3> <p>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:</p> <ul> <li><b>Superficial:</b> Slight bumps, bruises, or lacerations. A wound this severe to the head forces the victim to make a Fortitude save or be dazed.</li> <li><b>Light:</b> 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.</li> <li><b>Moderate:</b> 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.</li> <li><b>Serious:</b> 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.</li> <li><b>Critical:</b> 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.).</li> </ul> <h3><a id="Injuries">Specific Injury Descriptions:</a></h3> <p><b>Bludgeoning Damage:</b> 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:</p> <ul> <li><b>Contusion:</b> Victim suffers only a bad bruise.</li> <li><b>Crack:</b> Victim suffers cracked bone.</li> <li><b>Fracture:</b> Victim suffers a broken bone.</li> <li><b>Compound Fracture:</b> Victim suffers a badly broken bone, which penetrates the skin.</li> <li><b>Shatter:</b> Victim suffers a shattered bone.</li> </ul> <p><b>Piercing/Ballistic Damage:</b> Piercing or ballistic damage results from any kind of impaling or stabbing weapon (such as some swords, arrows, and spears) or bullets:</p> <ul> <li><b>Pierce:</b> Victim suffers only a relatively superficial puncture wound. Ranged weapons (arrows, thrown daggers, bullets, etc.) do not remain stuck in the body.</li> <li><b>Stab:</b> Victim suffers a penetrating wound. Ranged weapons are stuck in the body, but are easily removed.</li> <li><b>Deep Stab:</b> Victim suffered a deep penetrating wound. Ranged weapons are stuck in the body.</li> <li><b>Impale:</b> Victim is impaled on the weapon. Ranged weapons are deeply stuck in the body.</li> <li><b>Run Through:</b> 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.</li> </ul> <p><b>Slashing Damage:</b> Slashing damage results from any sort of edged weapon capable of cutting along its edge, such as some swords, axes, and pole arms:</p> <ul> <li><b>Slash:</b> Victim suffers only a bad laceration.</li> <li><b>Gash:</b> Victim suffers a deep laceration.</li> <li><b>Deep Gash:</b> Victim suffers a very deep laceration.</li> <li><b>Severe Gash:</b> Victim suffers a near complete amputation of the affected body part on a failed Fortitude save.</li> <li><b>Possible Sever:</b> Victim suffers a complete amputation of the affected body part on a failed Fortitude save.</li> </ul> <p><b>Energy Damage:</b> Energy damage results from fire, acid, lighting, and electricity, as well as damage from lasers, masers, plasma guns and other blasters:</p> <ul> <li><b>Blistered:</b> Victim suffers only a bad (1st degree) burn.</li> <li><b>Scalded:</b> Victim suffers a serious (2nd degree) burn.</li> <li><b>Seared:</b> Victim suffers a deep, severe (3rd degree) burn.</li> <li><b>Scorched:</b> Victim suffers a very severe burn.</li> <li><b>Charred:</b> Victim suffers a total reduction to cinders of the affected body part on a failed Fortitude save.</li> </ul> <p><b>Cold Damage:</b> Cold damage results from any attack by ice and cold:</p> <ul> <li><b>Chilled:</b> Victim suffers only a deep chilling.</li> <li><b>Frosted:</b> Victim suffers frostbite.</li> <li><b>Iced:</b> Victim suffers a complete icing-over of the affected body part.</li> <li><b>Frozen:</b> Victim suffers a near total freezing of the affected body part.</li> <li><b>Frozen Solid:</b> Victim suffers a total freezing of the affected body part on a failed Fortitude save.</li> </ul> </div> <hr noshade> <h3>Back to: <a href="Critical Effects.htm">Critical Effects...</a></h3> <hr noshade> </body> </html>