Limb Critical Hits

Critical damage to limbs consists primarily of broken bones and cut muscle. Rarely life threatening in themselves, these injuries may be compounded by significant blood loss and infection. The most immediate danger from a critical hit to a given limb is the loss or disabling of that limb such that the victim is at a significant disadvantage in the continuing melee. An attacker may disable limbs by rolling less than or equal to the percentage determined by dividing critical damage received by the victim's Body. The specifics of this disability are dependant on the inflicting Weapon Damage Type: Cutters amputate the limb at the indicated location, Bashers break and pulverize bone, and Piercers inflict tendon and muscle damage. The limb may not be used until healed, even then there may be some reduction in the Strength, Dexterity or Constitution of that limb. The character immediately makes a Strenuous(D4) morale test against FAIth.


LIMB CRITICAL HITS TABLE

Roll Location Description
1-10 Upper Joint shoulder or hip
11-42 Upper Limb thigh or bicep
43-49 Middle Joint elbow or knee
50-80 Lower Limb forearm or shin
81-85 Lower Joint wrist or ankle
86-98 Lower Extremity hand or foot
99-00 Digit roll 1d6:
1 First thumb or "big" toe
2 Second index finger
3 Third
4 Fourth
5 Fifth pinky or "little" toe
6 Roll twice

SECONDARY EFFECTS TABLE:
LIMB CRITICAL HITS

Bleeding Infection
Cutter 25%
100% if amputated
25%
Basher 5% 5%
Piercer 10% 25%
Digits n/a per type

 


Head Torso Limb

 


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updated on:   11 Feb 1999