Post by smay63 on Sept 14, 2011 8:55:24 GMT
I've decided to put the critical hit table here for now, to make it easier to find for others.
Hope you find it useful.
THE AGE OF SHADOW: CRITICAL HIT TABLE
3-4 ABOVE MAJOR WOUND LEVEL (MWL):
1: Scalp. A blow opens a flesh wound that causes blood to flow copiously into the opponent’s eyes. All tests that require the use of vision (to–hit rolls, etc) are made at a –10% penalty until healing is received.
2: Jawbone broken, knocking out several teeth. Your opponent can do nothing except parry for the next round (-10% ‘to-hit’) rolls for the rest of the combat.
3: Your blow causes a wound to your opponent’s right leg. Your opponent is knocked over (to the ground), dropping any hand-held item unless a successful DEX test is made. Your opponent may only parry for the next 1D3 rounds until upright again, providing he is still holding something to parry with.
4: Your blow causes a wound to your opponent’s left leg. Your opponent is knocked over (to the ground), dropping any hand-held item unless a successful DEX test is made. Your opponent may only parry for the next 1D3 rounds until upright again, providing he is still holding something to parry with.
5: Your blow cuts into your opponent’s chest, breaking a rib. Your opponent is knocked to the ground, and may only parry for the next 1D3 rounds until he regains his feet.
6: Your blow breaks some of your opponent’s ribs, and may take no action next round, and also suffers a –10% to all combat actions, and any other actions at the GM’s discretion.
7: Abdomen. The blow ruptures a kidney, causing severe internal bleeding. Your opponent falls to the ground in severe pain, only able to parry, and must make a CON test each round or pass out. Your opponent also loses 1 HP per round to internal bleeding until healing is received.
8: Your blow hits your opponent with great force, throwing him 1D3 feet, knocking him prone to the ground for 1D3 turns, and can only parry for that duration until back on his feet.
9: Your blow smashes into your opponent’s left hand, dropping anything held. This incapacitates the hand for 1D3 turns, (unless healing is received), during which any actions with the hand suffer a –10% penalty.
10: Your blow smashes into your opponent’s right hand, dropping anything held. This incapacitates the hand for 1D3 turns, (unless healing is received), during which any actions with the hand suffer a –10% penalty.
1-2 ABOVE MAJOR WOUND LEVEL (MWL):
1: A blow to the head causes your opponent to do nothing but parry for the next 1D3 rounds.
2: A glancing blow to the head dazes your opponent, causing him to make all rolls for 1D4 rounds to be made at –10%.
3: A glancing blow to your opponent’s right leg causes him to be unbalanced, and may only parry for the next round.
4: A glancing blow to your opponent’s left leg causes him to be unbalanced, and may only parry for the next round.
5: Your blow hits your opponent’s groin. He may do thing for the next round as he doubles up in agony.
6: Your blow grazes your opponent’s ribs causing him to be winded by the force of the blow, and he may only parry for the next round.
7: A forceful blow to the torso causes your opponent to be heavily winded, imposing a –5% to all rolls (combat, etc).
8: A blow to the spine imposes a penalty on your opponent: –5% to parry/dodge and combat rolls.
9: Your blow bruises your opponent’s left hand, making them drop any held.
10: Your blow bruises your opponent’s right hand, making them drop any held.
Hope you find it useful.
THE AGE OF SHADOW: CRITICAL HIT TABLE
3-4 ABOVE MAJOR WOUND LEVEL (MWL):
1: Scalp. A blow opens a flesh wound that causes blood to flow copiously into the opponent’s eyes. All tests that require the use of vision (to–hit rolls, etc) are made at a –10% penalty until healing is received.
2: Jawbone broken, knocking out several teeth. Your opponent can do nothing except parry for the next round (-10% ‘to-hit’) rolls for the rest of the combat.
3: Your blow causes a wound to your opponent’s right leg. Your opponent is knocked over (to the ground), dropping any hand-held item unless a successful DEX test is made. Your opponent may only parry for the next 1D3 rounds until upright again, providing he is still holding something to parry with.
4: Your blow causes a wound to your opponent’s left leg. Your opponent is knocked over (to the ground), dropping any hand-held item unless a successful DEX test is made. Your opponent may only parry for the next 1D3 rounds until upright again, providing he is still holding something to parry with.
5: Your blow cuts into your opponent’s chest, breaking a rib. Your opponent is knocked to the ground, and may only parry for the next 1D3 rounds until he regains his feet.
6: Your blow breaks some of your opponent’s ribs, and may take no action next round, and also suffers a –10% to all combat actions, and any other actions at the GM’s discretion.
7: Abdomen. The blow ruptures a kidney, causing severe internal bleeding. Your opponent falls to the ground in severe pain, only able to parry, and must make a CON test each round or pass out. Your opponent also loses 1 HP per round to internal bleeding until healing is received.
8: Your blow hits your opponent with great force, throwing him 1D3 feet, knocking him prone to the ground for 1D3 turns, and can only parry for that duration until back on his feet.
9: Your blow smashes into your opponent’s left hand, dropping anything held. This incapacitates the hand for 1D3 turns, (unless healing is received), during which any actions with the hand suffer a –10% penalty.
10: Your blow smashes into your opponent’s right hand, dropping anything held. This incapacitates the hand for 1D3 turns, (unless healing is received), during which any actions with the hand suffer a –10% penalty.
1-2 ABOVE MAJOR WOUND LEVEL (MWL):
1: A blow to the head causes your opponent to do nothing but parry for the next 1D3 rounds.
2: A glancing blow to the head dazes your opponent, causing him to make all rolls for 1D4 rounds to be made at –10%.
3: A glancing blow to your opponent’s right leg causes him to be unbalanced, and may only parry for the next round.
4: A glancing blow to your opponent’s left leg causes him to be unbalanced, and may only parry for the next round.
5: Your blow hits your opponent’s groin. He may do thing for the next round as he doubles up in agony.
6: Your blow grazes your opponent’s ribs causing him to be winded by the force of the blow, and he may only parry for the next round.
7: A forceful blow to the torso causes your opponent to be heavily winded, imposing a –5% to all rolls (combat, etc).
8: A blow to the spine imposes a penalty on your opponent: –5% to parry/dodge and combat rolls.
9: Your blow bruises your opponent’s left hand, making them drop any held.
10: Your blow bruises your opponent’s right hand, making them drop any held.