Head Critical Hits

The immediate concern of the recipient of a critical head hit is simply survival. The 5X damage multiplier combined with the inability to absorb such damage to Fatigue will most often kill the victim outright. If this is the case, further determination of hit details should be left for later (if needed). On some occasions, helm absorption will negate all damage from critical head hits. In these cases do not continue in determining secondary or tertiary effects.


HEAD CRITICAL HIT LOCATION: ALL WEAPON TYPES

Piercer Cutter Basher Location Stun
1-20 1-10 1-10 Eye D4
21-35 11-25 11-30 Ear D5
36-55 26-40 31-50 Nose D5
56-70 41-55 51-65 Mouth D4
71-80 56-70 66-75 Throat D5
81-85 71-80 76-80 Between Eyes special
86-00 81-00 81-00 Miscellaneous special

SECONDARY EFFECTS TABLE: HEAD CRITICAL HITS

Eye roll l/r, is destroyed by Cutter and Piercer weapon types. Basher weapon types will destroy the eye 25% of the time and will otherwise cause blindness for 24 hours.
Ear roll l/r, there is a 50% chance that the ear ceases to hear effectively.
Nose broken, make a Difficult(D3) pain test against Constitution, failure indicates loss of all remaining Fatigue/Stamina.
Mouth lose 1d4 teeth, make a Difficult(D3) pain test against Constitution, failure indicates loss of all remaining Fatigue/Stamina, 50% chance of loosing 1d2 points of Speech.
Throat Cutting weapon types have a 30% chance of causing Arterial Bleeding and will decapitate on a successful percentage roll equal to or greater than the damage inflicted (minus helm and fatigue absorption) divided by the victim's Body attribute. Piercer weapons have a 20% chance of causing Arterial Bleeding. Cutter and Piercer weapons have 20% chance of causing loss of 1 Speech. Basher weapons cause instant paralysis on a successful percentage roll equal to or less than the damage inflicted (minus helm and fatigue absorption) divided by the victim's Body Attribute, death will occur in 1d20 minutes unless great healing is performed quickly.
Between Eyes Arterial Bleeding (10%) indicates that there is a 50% chance of loss of 2d4 IQ, four levels of stun are possible, roll 1d4.
1 Stun 200/Constitution seconds.
2 Stun 25/Constitution minutes.
3 Stun 250/Constitution hours.
4 Coma 300/Constitution days, 15% chance of death at the end of each 10 day period.
Miscellaneous chance of 100/Constitution sec. stun is equal to damage divided by Body. Arterial Bleeding (10%) indicates that there is a 30% chance of loss of 1d6 Intelligence.

 

Head Torso Limb

 


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updated on:   11 Feb 1999