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 |
|