This chart is meant to accompany an issue of the Twilight Time ‘Zine entitled “To Crit or Not to Crit?” I suggest reading that first for a basic explanation of why and how to use and adapt this chart.
Roll % | Effect | Damage Effect | Additional Symptoms |
1 | Injured foot | Weapon’s multiplier; movement speed halved for 24 hours or until healed | Difficulty using foot |
2 | Injured hand | Weapon’s multiplier; -2 when using that hand for 24 hours or until healed | Difficulty using hand |
3 | Vicious blow | Weapon’s multiplier plus 1d6 | |
4 | Injured finger(s) | Weapon’s multiplier; -2 when using that hand for 24 hours or until healed | Difficulty using fingers |
5 | Severe eye injury | Weapon’s multiplier; -2 attack until restored | Blind in one eye |
6-8 | Neck wound | Weapon’s multiplier plus 1d2 | |
9-10 | Mild concussion (head blow) | Multiplier; -2 penalty to Concentration checks for 24 hrs or until healed | Light-headed; mild confusion |
11-15 | Hard blow | Use weapon’s damage multiplier | |
16-20 | Eye injury | Weapon’s multiplier; -1 attack for 24 hours or until healed | Blurred vision |
21-25 | Gut wound | Weapon’s multiplier plus bleeding (1 pt/rd) until first aid is applied | |
26-30 | Shoulder injury | Weapon’s multiplier; -2 to activities using that arm for 24 hours or until healed | |
31-35 | Hard blow | Use weapon’s damage multiplier | |
36-40 | Elbow injury | Weapon’s multiplier; -2 to activities using that arm for 24 hours or until healed | |
41-45 | Knock-down | Use weapon’s damage multiplier | Target knocked prone |
46-50 | Back injury | Weapon’s mutiplier; -2 to all athletics–related rolls for 24 hours or until healed | |
51-55 | Wicked blow | Weapon’s multiplier plus 1d4 | |
56-60 | Hard blow | Use weapon’s damage multiplier | |
61-65 | Bleeding | Weapon’s multiplier plus bleeding (1 pt/rd) until first aid is applied | |
66-70 | Broken Rib | Weapon’s multiplier; -1 damage for 24 hours or until healed | |
71-75 | Broken weapon | Normal damage (multiplier if target is unarmed or using natural weaponry) | Target’s weapon breaks |
76-80 | Disarm | Use weapon’s damage multiplier | Target drops weapon |
81-85 | Stun | Use weapon’s damage multiplier | Target stunned one round |
86-90 | Facial injury | Use weapon’s damage multiplier | -1 charisma until healed |
91-93 | Knee injury | Weapon’s multiplier; Movement speed halved for 24 hours or until healed | Difficulty using leg |
94-95 | Carry-through | Apply multiplied damage to target; normal damage to nearest extra opponent | |
96 | Fumble | Reroll and apply to random at-risk party member | |
97 | Groin injury | Weapon’s multiplier plus 1d3 | |
98 | Throat injury | Weapon’s multiplier; difficulty speaking for 24 hours or until healed | Difficulty speaking |
94-95 | Carry-through | Apply multiplied damage to target; normal damage to nearest extra opponent | |
96 | Fumble | Reroll and apply to random at-risk party member | |
97 | Groin injury | Weapon’s multiplier plus 1d3 | |
98 | Throat injury | Weapon’s multiplier; difficulty speaking for 24 hours or until healed | Difficulty speaking |
99 | Injured leg | Weapon’s multiplier; -2 to activities using that leg for 24 hours or until healed | Difficulty using leg |
100 | Injured arm | Weapon’s multiplier; -2 to activities using that arm for 24 hours or until healed | Difficulty using arm |
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