Arvutis sorides ja vanu faile uurides leidsin ma ühe criticalide tabeli mis peaks vist add 2nd edi juurde kuuluma.. mina küll mängida ei tahaks kui GM seda tabelit kasutab sinu vastu
CRITICAL; CHART
SLASHING (scimitar, bastard sword, broad sword, long sword, great sword, axes)
01-09 Hit vulnerable area, damage X2
10-12 Strike vital area, damage X3
13-20 Destroy 1d4 items, 1/2 damage
21-22 Slit throat; 20+1d10 damage plus 1d8 for next 5 rounds until binding
23-55 Limb damaged:see limb damage chart
56-60 Hit face; scar, -1 charisma
61-63 Scalped, damage X2, -3 charisma, no hair will grow
64-65 Removed nose, -10 to charisma
66 Removed left ear, -20% chance of hearing, -2 charisma
67 Removed right ear, -20% chance of hearing, -2 charisma
68-70 Blind in one eye, 1/2 damage, -2 to hit, -4 with missiles, Lose DEX bonus on AC
71-72 Blind in both eyes, 1/2 damage, -6 to hit, -10 with missiles, lose DEX bonus on AC
73-77 Gut wound, 1/2 damage, takes 2 rounds to bind, see STOMACH WOUNDS
78-79 Sever spinal cord, save vs. paralization or legs paralyzed. +10 damage
80-88 Organ hit, see ORGAN chart
89-95 Removed weapon. No damage unless monster (claws or teeth removed)
96-98 Limb, major tendon severed, roll on LIMB chart
99 Limb, major nerve severed, no sense of touch, roll on LIMB chart
00 DEATH
THRUSTING (Short Sword, Dagger)
01-09 Hit vulnerable area, damage X2
10-12 Strike vital area, damage X3
13-15 Puncture throat, damage +10, 1d8 for 4 rounds or until bound
16-30 Limb struck: use LIMB chart, roll 1d4 for EXTENT
31-36 Blind in 1 eye, +50% damage, see SLASHING for results
37 Blind in both eyes, +75% damage, see SLASHING for results
38-44 Organ hit, see ORGAN chart
45-47 Blade stuck in bone, max weapon damage every round until removed
48-51 Limb: tendon severed, 1 limb useless- see LIMB chart
52-62 Lodged in vital area, take damage again when removed
63-69 Destroyed 1 item, damage -d4
70-78 Solar plexus hit, damage X2.5
79-90 Gut wound, effects as stomach wound use ORGAN chart
91-99 Exceptional blow- blade passes through body, damage X3
00 Strike perfect blow- instant death
CRUSHING (Bo-stick, Club, Hammer, Mace, Morning Star, Jo-stick, Quarterstaff, Flail)
01-03 Crush neck- damage =20+ 1d10, save vs. paralysis or paralized from neck down until
cured or 2x damage taken
04 Crush throat, damage +50% and can't breath; unconscious in CON/6 rnds,
suffocate to death 10 rnds later.
05-21 Limb cracked, roll on LIMB chart to see which one. Useless for 2
months, -2 days per CON
22-27 Crack skull, damage =10 + 1d10, save vs death or lose 1-2 points of WIS
and INT
28-29 Spine cracked, see SLASHING for effects
30-36 Rib cracked, damage +20%, -1 to hit
37-42 If wearing plate, crunched inside +10 damage and 50% chance of not being
able to breathe until removed; if not removed, treat as crushed throat, -1 AC worse
for armor.
43-46 If wearing chain, horrible imprint left, +25% damage and 25% chance of scar
47-50 Organ ruptured; see ORGAN chart
51-57 Stunned for 1d10 segments, cant fight or defend for 1d6 rnds
58-63 Hit face, -1 charisma, damage +25%
64-65 Helm destroyed (only magic helms get saving throw) save vs CON or
knocked out 1d4 rnds
66-73 Shield destroyed (only magic shields get saving throw)
74-77 Destroy 1d4 items, damage -25%
78-83 Hit tip of sternum, damage x2, -2 to hit
84-85 Crush pelvis, damage +50% and 1 HP/rnd until magically cured for 10 HP
86-90 Crack jawbone, +10% damage and can't talk or eat for 1d12 days
91-94 Glancing blow to face, 1/2 damage, 1d8 teeth knocked out, -2 Charisma
95-99 Shoulder crushed and arm useless
00 Head crushed in- dead
SHARP PROJECTILE (Arrow, Dart, Thrown Dagger, Crossbow Bolt)
01-09 Hit vulnerable area, damage X2
10-12 Strike vital area, damage X3
13-23 Blind in one eye, X3 damage,-2 to hit, -4 with missiles,lose DEX bonus on AC
24-30 Stick in bone, take damage again to remove
31-36 Pierce hand, useless for one week or until 2X damage cured
37-40 Pierced neck, 1d10 damag, + 1d4 damage for next three rounds from bleeding
41-45 Limb hit at joint (use LIMB chart), limb useless until projectile removed, then -1
to hit with that limb until healed
46-50 Remove finger, see LIMB chart
51-59 Pass entirely through body, X2 damage
50-68 Pin arm to chest, chance to remove-chance to open doors +10%
69-77 Hit weapon hand, see LIMB chart for ARM damage
78-84 Organ hit, see ORGAN chart
85-93 Projectile sinks all the way in, unpleasant damage X2
94-98 Projectile lodged in bone, max weapon damage until removed
99 Limb, stuck in major tendon, making that limb useless, us LIMB table for
location
00 Perfect shot- DEATH
POLE ARM (Bardiche, bec de corbin, bill-guisarme, fauchard, fauchard-fork glaive, par ransuer, spetum, voulge)
01-09 Hit vulnerable area, damage X2
10-12 Strike vital area, damage X4
13-18 Mutilate chest, damage X2
19-24 Horrible gash, damage X2, infection in 1d6 days
25-40 Limb struck, see LIMB chart
41-43 Grazed face, damage +1/2, -1 on charisma until X3 damage cured
44-47 Destroyed armor if chainmail or weaker
48-51 Blind in one eye, damage X2, see SLASHING
52-54 Blind in both eyes, damage X2, see SLASHING
55-62 Rip shield from grasp, 1/2 damage (if no shield, MAX damage)
63-71 Organ hit, see ORGAN chart
72-78 Stuck in ribs, take damage every round until removed
79-80 Blade goes entirely through, take X3 MAX damage
81-88 Polearm disarms opponent, no damage unless opponent has teeth or claws
89-94 Destroy 1d4 items, 1/2 damage
95-99 Hack out chunk of flesh, X3 MAX damage, -4 to charisma, will leave bad scar
00 Blade cleaves skull, save vs. death at -5. If saved then instant death, if failed,
character looses 1d4 on constitution permanently and dies very horribly
SPEAR-LIKE (Spear, Javilin, Trident, Lance, Fork, Pick, Pike)
01-09 Hit vulnerable area, damage X2
10-12 Strike vital area, damage MAX X2
13-20 Impaled, MAX damage and takes 1d6 rounds to remove
21-29 Victim pinned to ground for 1d4 rounds
30-36 Neck punctured, see THRUSTING
37-41 Arm pinned to body, MAX damage
42-46 Hit shoulder, arm useless, -4 to hit due to pain
47-48 Impaled and lifted off ground, X3 damage
49-55 Sticks in shield, makes both shield and spear useless, 10% chance of
hitting arm 1/2 damage if this occurs
56-60 Hit ribs and break several X2 damage -2 to hit
61-70 Blind in one eye, X2 damage, see SLASHING
71-79 Roll on THRUSTING table
80-83 Destroyed 1-2 items, 1/2 damage
84-87 Hit face, X2 damage, 25% chance of scar, -1 charisma until cured for 2x damage
88-94 Hit in gut, see SLASHING
95-99 Goes clear through body, MAX X2 damage
00 Pierces heart, save vs. death at -5 or dead, if saved HP reduced to 0
SPIKED (Some maces, Morning-stars, Flails, Clubs)
01-50 Roll on crushing table, with +1d4 damage
51-57 destroyed chainmail or weaker armor
58-67 Removed finger, see LIMB chart for effects
68-73 Stuck in bone, take damage every round until removed (removal takes damage)
74-77 Punctured one eye, damage X2, see SLASHING
78-83 Punctured both eyes, damage MAX X2, see SLASHING
84-88 Many spikes hit, MAX X2 damage
89-94 Deep puncture wound, damage X2, will infect in 1d6 days
95-99 Organ hit, see ORGAN chart
00 Crushed skull, dead
THROWN STONES (Sling stones, Sling bullets)
01-30 Stunned for 1d10 segments, can't fight or move for 1d4 rounds
31-50 Blind in one eye, X2 damage, see SLASHING
51-70 Limb cracked, X2 damage (25% chance of being useless), see LIMB chart
71-80 Limb broken, MAX X2 damage, (75% chance of being useless), see LIMB chart
81-99 Vital area, MAX X2 damage
00 Shattered skull, save vs death at -10 or dead. If saved, INT -1d4 and WIS -1d4, HP=0
BITES AND CLAWS (Monsters, unarmed humanoids)
01-09 Hit vulnerable area, MAX damage
10-12 Hit vital area, MAX X2 damage
13-31 Limb hit, see LIMB chart
32-35 Break ribs, damage X2, -4 to hit due to pain
36-38 Organ gouged, see ORGAN chart
39-51 Knocked down (if possible), MAX damage, monster gets +2 to hit on next attack
save vs. paralysis or lose next attack
52-54 Blind in one eye, damage X2, see SLASHING
55-57 Blind in both eyes, damage X2 see SLASHING
58-65 Severed mahor tendon, see SLASHING
66-75 Roll on SPIKED table
76-79 Unpleasant things done to face, X2 damage, -2 charisma, 5% each major feature
being made useless. Cure for 5x damage to heal.
80-99 Deep gouge, MAX X2 damage, weird scar and will be infected if possible
00 Removed throat, save vs death at -10 or dead. If saved, reduced to 0 HP and charisma
-6 due to huge scar on neck.
LIMB DAMAGE
AREA (WITH SHIELD 1D6, W/O SHIELD 1D4)
Reverse all L & R for left-handers
die roll
1 R. Leg
2,5 L. Leg
3,6 R. Arm
4 L. Arm
LOCATION (d10) X5 damage
1 Fingers (toes)
2-3 Wrist (ankle)
4-5 Mid-forearm (mid-calf)
6-8 Elbow (knee)
9-10 Shoulder (hip)
EXTENT (D6)
1 Temporarily damaged
2 Badly hacked
3-4 Crippled sevemy
5-6 Completely severed
ARM
Temporarily damaged -4 to hit, -4 to damage
Badly hacked -6 to hit, -6 to damage
Crippled severely -8 to hit, -8 to damage
Fingers remove 1-2 fingers, lose 1 hp each, 25% chance thumb. If thumb or 3+
fingers lost, save vs paralysis each blow or drop weapon
Completely severed -10 to hit, -10 damage
LEG
Toes -10% movement
Temporarily damaged -10% movement
Badly hacked -25% movement
Crippled severely -50% movement
Completely severed -90% movement
ORGAN DAMAGE
Location (d6)
1 Lung- Damage X2, save vs. poison or lung collapses:
unconscious for 10-20rnds then half move until healed
2 Heart- (nicked): Damage MAX X2
3 Kidney- Damage +2, blood poisoning, death in 4d12+CON hours;
neutralize poison will add 10 hours
4 Liver- Damage +3, bleed for 1d4 hp for 5 rounds
5 Spleen- Damage +3, bleed for 1d6 hp for 5 rounds
6 Stomach- Damage X2, take full damage again daily from digestive fluids.
Will becom terminally infected in one day. This will weaken the victim
at 1 Strength and 1 Constitution point / day. The victim dies when Strength, Constitution, or HP goes below zero. A cure disease is required to stop infection; thereafter, the character will regain Strength and Constitution at the rate of 1 point per day.
Critical wounds by failed saving throw against magical attacks, cold, acid electricity, or poison, there is a chance that a critical wound will result. (saving throw needed - saving throw rolled ) *2%
Roll this percentage to see if a critical occurs.
FIRE
01-09 Hit exposed area, MAX X2 damage
10-40 All oil, alchohol, or other flammables explode for 1/2 damage each
41-45 If holding metal item, it melts onto hand permanently (only if fire is
strong enough)
46-50 Destroy 1d4 items, take full damage
51-54 One eye is burned, X2 damage, see SLASHING
55-60 Both eyes are burned, X2 damage, see SLASHING
61-66 Blinded for 1d6 rounds
67-74 Smoke inhalation, out of action for 1d4 rounds
75-80 Flame gets under clothes or armor, X2 damage
81-99 Burned face and skin, causing scars and -3 charisma, must cure for 5x damage
to regain charisma.
00 Inhaled flame, save vs death at -10 or lungs burned out and death. If saved, MAX damage X2
COLD
01-40 Limb frozen, cure within 10 rnds or lose it (roll on LIMB table)
41-50 1d6 non-magical glass and metal items turn brittle; save at -5 if struck
51-60 Severely frozen, Strength and Dexterity -2 for 2d6 rounds
61-70 Go into shock from cold (same effects as being unconcious) Roll less than CON on
d20 every round to come out the next round unharmed
71-75 Body completely numbed- all surface nerves paralyzed for 1d4 hours:
will not know damage taken per each blow, must roll under DEX on d20
for each attack or will drow weapon
76-88 Severe frostbite- lose toes, nose, etc. (see Druid's Chill Metal Spell)
89-99 Flesh frozen and gangrene will set in, X2 damage
00 Blood crystalized, save vs death at -10 or die. If saved HP reduced to 0
ELECTRICITY
01-20 Hits unprotected area, X2 damage
21-40 Goes into convulsions for 1d4 rnds, X2 damage
41-46 All potions carried make saving throw or are changed: 1-50 useless,
51-90 changed, 91-00 poison
47-52 If wearing metal armor, welded inside; MAX damage
53-65 Severe burns at entry and exit points, X2 damage
66-70 One limb burned off (roll on LIMB table) MAX X2 damage
71-80 Nervous system damaged: lose 1d4 of dexterity (regained if healed
magically for 5X damage)
81-85 Nervous system damaged: lose 1d4 of wisdom (regained if healed
magically for 5x damage)
86-90 Nervous system damaged: lose 1d4 of intelligence (regained if healed
magically for 5x damage)
91-93 Temporary amnesia lasts (9+d20) days. Save vs. paralyzation or also
lose all 1 level (including experience and spells memorized).
94 Permenant amnesia, save vs. paralyzation or lose all experience (back to 1st level)
95-98 Temporary insanity 1d8 days
99 Permenant insanity
00 Strikes heart, death
POISON
01-40 Temporary insanity, lasts for 3d6 days
41-49 Permanent insanity
50-59 Lingering results- poison won't leave system for 1d4+2 days and there
will be "flashbacks" which do 10-80% of poison damage
60-79 Unusually high dosage, effects (damage) +MAX
80-97 One score lowered 1-2 must neutralize poison and heal 5x damage to regain
98-99 Save vs. poison or enters major artery, damage MAX X3
00 Poison has unique effect on this individual; save vs. death at -5 ( or at +5 for
non-damaging poisons) or fatal
ACID, dissolving
01-40 Limb struck, use LIMB chart or DM's choice
41-60 Hits exposed area, X2 damage
61-70 All items close to area hit save at -3 or destroyed
71-77 Acid gets into potion flask, water skin, etc.
78-82 One eye blinded, damage X2, see SLASHING
83-90 Both eyes blinded, damage X2, see SLASHING
91 Hair burned off, -3 damage
92-99 Severe facial damage, -3 charisma, heal damage X6 to regain
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