Critical hit

Arm (arms, hand, and shoulders)
3 Tendon cut: If any BODY is done limb is permanently impaired, if damage is enough to impair normally then the character loses 2d6 STR or DEX for that limb permanently. Blunt weapons go to result 4.
4 Bone broken: If any BODY is done then this limb is impaired, if damage is enough to impair normally then limbs is disabled
5 add .5 to damage multiplier
6-7 Armor damaged: damage from attack goes to armor in that location too. No armor go to results 15-16
8-9 Off armor: defender gets 0 DEF against this attack. No armor go to results 13-14
10-12 Attack dose maximum damage
13-14 Item in use is hit Damage from attack is done to item. Further more the holder must resist the attack as a knock back. If the item is dropped it takes 1 to 3 dice of normal damage. No item goes to results 15.
15 add 1 to damage multiplier.
16 Fingers cut off: character loses the number of finger on the hand hit equal to 1/3 the damage done. This number is also the amount the character STR and DEX is permanently reduced for in this hand. Shoulder hits, arm hits, and blunt weapons damage go to result 4.
17 Artery opened: Character takes Bleeding damage every segment. Blunt weapons go to result 4.
18. roll twice again.

Legs (thighs, legs and feet)
3 Tendon damaged: If any BODY is done limb is permanently impaired, if damage is enough to impair normally then the character loses 3DCV and 2/3 their mover permanently. Blunt weapons go to result 4.
4 Bone broken If any BODY is done then this limb is impaired, if damage is enough to impair normally then limbs is disabled
5 add .5 to damage multiplier
6 Armor damaged: damage from attack goes to armor in that location also. No armor go to results 16
7-8 Off armor: defender gets 0 DEF against this attack. No armor go to results 11-15
10-12 Attack dose maximum damage
11-15 Tripped: attack is treated as a successful knock back.
16 add 1 to damage multiplier.
17 Artery opened: Character takes Bleeding damage every segment. Blunt weapons go to result 4.
18. roll twice again.

Body (chest, abdomen, and vitals)
3 Vital organ damaged - If any BODY is done body is impaired, if damage is enough to impair normally then the character rolls on the disabled chart.
4 Ribs broken - character loses 2d6 END
5 Add 1 to damage multiplier
6-7 Armor damaged: damage from attack goes to armor in that location too. No armor go to results 13-14
8 Off armor: defender gets 0 DEF against this attack. No armor go to results 11-12
9-10 Attack dose maximum damage
11-12 Add 1 to stun multiplier
13-14 Item Carried hit and damaged. Not applicable go to result 15
15 add 2 to damage multiplier.
16 Artery opened: Character takes Bleeding damage every segment. Blunt weapons go to result 4.
17 Spine Damaged: reduce DEX by damaged done permanently.
18 roll twice.

Head
3 Brain damage: loses 1d6 EGO and INT permanently.
4 Eye hit: lose 1/2d6 perception permanently.
5 Teeth broken:-1/2d6 from verbal skills permanently and -1/2d6 from INT and EGO from pain until proper dental care.
6 Armor damaged: damage from attack goes to armor in that location too. No armor go to results
7-8 Off armor defender gets 0 DEF against this attack. No armor go to results
9-10 Attack dose maximum damage
11 Add 1 to stun multiplier
12 Blinded by blood: character blinded as a flash for the number of segments equal to the damage done.
13 Face disfigured: lose 1d6 COM permanently
14 Ear damaged: lose 1/2d6 perception permanently.
15 add 2 to damage multiplier.
16 Artery opened: Character takes Bleeding damage every segment. Blunt weapons go to result 15.
17 Spine Damaged: reduce DEX by damaged done permanently.
18 roll twice on this table.

Fumble

3. Hit self: exceptional clumsiness and dangerous over enthusiasm has resulted in you hitting yourself self. Make an attack against yourself at DCV0 and treat results like normal. Missile and Thrusting weapons go to result 17. Non weapon attacks go to result to result 15
4. Blinded. (roll d6) 1-3 your helmet / hat 4-6 flying blood / sweat / dirt gets in your eyes and impairs your vision. Treat as a flash of 3d6 dice.
5-6. Damage armor / weapon / item: The strain of combat has taken its tool: roll 1-2 current weapon in use, 3-4 armor worn, 5-6 important item carried (GM's selection) takes damage equal to your STR. If not applicable go to result 15.
7-8. You trip: Watch those turtles! check DEX: critical failure you fall down and take your on STR as damage, Failure - fall down, success stumble about 1-3 hexes in a random direction. Critical Success: recover promptly and suffer no ill effects.
9-11. Leave self-open: Your poorly executed attack presents an opening in your defense for your enemies to exploit. DEX check: Critical Failure: all opponents in range get free attack at your DCV 0, failure - all opponent in range get a free attack at you at 1/2 DCV, Success: Only one opponent in range gets free attack at your full DCV, Critical Success - nobody saw that. Missile attack fumbles go to result 7-8.
12-13. Drop something: Butter fingers! Roll d6 1-3 weapon or item in use 5-6 item carried (GM choice) goes flying away. Check DEX: critical failure you caught it all right go result, 3 failure - item flies away 2d6 for number of hexes away from character. Further more item takes 1-3 dice of normal damage. Success- you retrieve item before it hits the ground but need a 1/2 phase to ready it again, Critical Success: you can deny you dropped the item and continue on like nothing happened. Not applicable go to result. 16.
15 Injure self with strain. You have pulled some muscle. You take your STR as a energy blast attack. Roll location
16. Become entangled. An item of you clothing or equipment has become snared on something with potentially dangerous results. Your' (roll d6) 1-2 weapon 3-4 clothing. 5-6 item carried becomes entangled with (Roll d6) 1-2 entangled with self 3-4 with friend 5-6 with opponent . You (and anyone else effected) are Grabbed at the STR of the thing entangled with. In the case of self the Grab STR is equal to the Body of the item entangled.
17. Hit friend. You become confused and swing wildly about. Attack the nearest friendly character within reach at DCV0. If not applicable go to result 3.
18. You must like pain because you are rolling twice again on this table.

Critical Spell Success

3 Cosmic concurrence: With the universe in total sympathy with the caster the spell goes off for maximum effect and the following:. Living targets are blessed / cursed for 1d6 luck / unluck (treat as a transform at maximum dice), Inanimate object's DEF and BODY are reduced / added by 1.
4-5 Quality manna used. Dish out the spell for 1.5 x effect and make the target squeal like a piggy
6-8 Found a hole! Ignore the target's Defenses & Armor and you sneak one in. If this is not applicable go to result 4-5.
9-11 Harmonic sweet spot. The spell dose maximum effect
12-13 The stars are right! No END cost for spell as the cosmos pays the bill for the caster. If this is not applicable go to result 16-17.
14-15 Faster than they are: Any characteristic checks or skill rolls the target must make against the spell automatically fail. If this is not applicable go to results 16-17.
16-17 Righteous manna tapped.. Show them all what spell casting really means for 2 x effect
18 You are spell casting super stud: roll twice again on this table.


Spell Fumble
3 Tear in reality: congratulations, you have broken the universe. In Star Trek terms what appears 1d6 hexes from the caster is a hole in the space time continuum so shout out "My god it's (insert technobable appropriate to the theory of magic you follow here)!" and roll your EGO: critical success - you quickly counter the rift before harm is done, so tell your fellow party members how lucky there are to have you along for these things, success - while you shut rift the anyone in the hex with the rift takes 1-3 dice of energy bast, failure- the rift is out of control and wanders around randomly at a speed 3 for the 3 hexes. Anything hit by the vortex takes a 1 to 6 dice of energy bast damage. You may spend a full phase to make an EGO check to shut the vortex critical failure - you created a vortex as describes under failure, except it covers six hexes and dose 6d6 damage. While you dodge this one you can contemplate that you can not try to shut it Fortunately there are other things that will so roll a 2d6; on a 3 or less the Secret Guardians of Reality shut the vortex and dump a d6 of unluck on you because you deserves it.

4 Manna flair up: Your spell is released in an uncontrolled fashion as a explosion equal to your EGO ; critical success you are able to successfully dissipate the feed back to no effect, success - you are able to redirect the energy away from you and there is a explosion equal to the casters EGO 2d6 hexes away from the caster, failure - there is a explosion equal to your EGO in your hex, critical failure - you get to take the explosion like a man as it becomes critical hit .roll

5-6 Runaway spell. Caster loses control of the flow of manna. Roll your EGO: critical success - you shut it down for no ill effects. Success- you shut it down before only loosing double the spell's END cost , failure- you lose END as per the spell for every action you get until you shut the spell down with another EGO roll. Critical failure - as previous, except the END loss is doubled. 0END spells go to result 16

7-8 It's a dud! The magical energies fail to manifest correctly. Check INT: Critical success - you force the spell to happen anyway at 25% effect, success - there is a load "boof" but nothing more, failure - you pump double the END into the spell before you give up still getting a "boof" critical failure - blindly ignoring the facts you throw all of your END into the spell before it goes "boof"

9-10. "Nanu, Ecto, achm,..er?" Caster is confused about spell: roll INT: Critical success - say "the portents are just not correct here" and otherwise pretend you aborted the spell, success - spell dose not go off but END is spent, failure- you got the spell wrong, spend the END and must make a perception roll to correct the mistake before you can cast it again, critical failure- not only did you get it wrong your are convinced this is the way to cast it and must make a perception and INT roll every time you cast this spell until you get it right.

11-12 Caster drops focus, clumsy you: roll DEX: critical success - say "of course, it goes this way" to explain your fumbling and otherwise pretend nothing has happened, success: you caught it, it takes a 1/2 phase to ready focus again but otherwise no harm done, failure: you dropped it 0-2 hexes away and the focus takes 1 die damage. Critical failure- you drop your focus and kick it away; focus goes 2-12 hexes away and takes your STR as damage.

13-15 "Ha! Take that! Oh, sorry! Not you that is." Spell hits wrong target: some character or object gets the spell instead of the intended recipient. Roll INT: critical success: you perceive the problem in time and may chose to abort the spell or another target besides the original one. Success - you may abort the spell, failure - spell hits wrong target, critical failure - spell hits the wrong target as a critical success.

16 Open the book to the wrong page. Caster chooses wrong spell. One spell from the magicuser's list is cast instead at the target.

17 Mispronunciation. By accident you said certain forbidden words while casting, what is paying attention? Roll INT: critical success - quickly adding a well time cough keeps you from saying the forbidden words so you skate free this time, success- realizing what you just did you quickly foist the blame off on another party member who gains a demon as hunted, failure- you gain a demon as a hunted, critical failure - lucky you, you gain a demon prince as a hunted.

18 "Make me really hurt" you say as you roll twice again.


 
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