The Maze Below House Rules

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A set of experimental house rules for our current Pathfinder campaign.

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Rules:Starting level 520 point-buyGestalt; can be either two classes or a class and a monster with CR adjustments.Everyone gets a Luminous Cartographer with two rankless level 1 abilities and three sockets for gems (no one knows exactly what most gems do but they DO go in the cartographers... and other places in the Maze Below). Luminous Cartographers are scalars that, among other things, give off light and keep maps of the area which may or may not be accurate.Any other magical equipment cannot be bought: it must be made or found.No campaign restrictions on class, race, feats, etc.Expect tight spaces and/or huge caverns, falling in various substances, abstruse puzzles, laser-trapped floors, raving mad fellow delvers, and possibly dinosaurs.There will be tracking of sanity and other such amusements.

House RulesWisdom is used to determine initiative.

Charisma is used to determine Will saves.

If a roll includes a lot of random modifiers that we don't feel like tracking or that take a long time to calculate, it's changed to the Advantage/Disadvantage mechanic roll twice, and take either the better or worse of the two, depending.

Leveling up is plot-driven; however, after each session, a character gains a feat and can assign one rank to their Luminous Cartographer.

Combat changes, as below~

Roll to Hit For DamageAll weapons have fixed damage equal to their die size (d8 = 4, d12 = 6, etc). When rolling to hit a target, deal that fixed damage plus the amount by which the attack roll exceeded the target's Defense.Therefore, damage = Ability Bonus + Weapon Damage Score + (Attack Roll Target's Defense).

Armor as Damage ReductionDefense = 10 + shield bonus + Dexterity modifier + other modifiers (including armorsenhancement bonus, but not armor bonus ornatural armor bonus). This is a measure of how hard the target is to hit.Armor bonuses are converted to DR/armor. This is a type of DR that stacks with other sources (such as natural armor, which also counts as DR/armor).Worn armor provides DR = its total armor bonus (+1 at 5th level and every 5 levels thereafter, provided that the creature wearing the armor is proficient with it). When flat-footed or otherwise denied its Dexterity bonus to Defense, a creature loses both its Dexterity and shield bonuses (it can't effectively bring its shield to bear). DR from armor is halved if a creature is grappled or entangled, and does not apply when a creature is helpless or pinned.

Critical Hits and DefenseWhen a creature threatens a critical hit, rather than rolling to confirm it, the target must make a critical defense check to avoid it. Critical defense check bonus = creatures DR +Dexteritymodifier +shield bonus + deflection bonus. This tends to be a rather static number; write it down somewhere for reference.Critical defense DC =critical hitroll + 1/2 attackers BAB+ 1 for each critical feat + 1 for each size category larger attacker is than target. On a successful defense, the critical hit becomes a normal hit. Critical damage is still reduced by the target's DR. Fortification comes into play if the critical defense check fails.

Critical HitsSuccessful critical hits cause a rank 5 critical damage effect rather than double damage. Weapons that have a greater critical effect than x2 add the extra modifier to the critical damage rank therefore, an axe would cause a rank 6 critical damage effect.

Wound ThresholdWound Threshold = Constitution (current)Fatigue Threshold = highest ability score (current)If a creature takes more damage in one attack than its Constitution score, it suffers critical damage equal to the excess. For example, if a creature with 12 Constitution suffered 14 damage, it would take 2 critical damage and have to refer to the appropriate chart for the effect.Fatigue is a measure of how exhausted a creature is, and is attacked by nonlethal damage instead of Wounds (if nonlethal damage exceeds the Fatigue threshold, the creature suffers that many Fatigue points). Once a creature's Fatigue points hit zero, it falls unconcious for 10 minutes.

Critical TablesAcid and Negative EnergyAcid and Negative Energy Critical Effects - Arm

Critical DamageCritical Effect

1The attack withers and saps the limb, inflicting 1 level of Fatigue.

2The attack splatters across the target's hand, pain lancing up its arm. The target drops anything held in the hand and must pass a DC 10 Constitution Testor be Stunned for 1 round.

3The attack vapourises 1 finger (and the tips from up to 1d5 others) from the targets hand. The target suffers -2 to all attacks until medical attention is received, and anything carried in the hand is disintegrated.

4The attack dissolves the sinew of the arm straight from the bone. The target is Stunned for 1 Round, and the limb is useless until medical attention is received. The target must make aDC 10 Constitution Testor suffer blood loss (1 point/round).

5The starts to melt the target, ripping away flesh and muscle alike. They must immediately make anDC 15 Constitution Testor lose a hand.

6The attack steams, spits and bubbles across the arm, turning it into a caustic ruin inflicting 1d5 points of Fatigue. The targets arm is useless until repaired, the target counts as having only one arm. In addition, the horrendous nature of the wound means that the target now suffers blood loss (2 points/round).

7In a violent and horrible caustic flash, the arm literally dissolves away. The target must immediately make aDC 15 Constitution Testor die from shock. On a success, the target is Stunned for 1d10 rounds, suffers 1d10 levels of Fatigue, and suffers blood loss (3 points/round). It now only has one arm.

8The arm disintegrates and a good portion of the shoulder and chest are turned to vapour along with it. The target is sent screaming to the ground, where it dies in a pool of its own blood, withering and necrotising in the caustic remains of the attack.

9The arm is instantly vaporised from is the targets body, killing the target instantly in a rain of caustic blood droplets. In addition, the remains of the target explode outwards in a caustic spray dealing 1d10 acid damage to anyone within 10 feet.

10As above, except if the target is carrying any alchemical or explosive ammunition or equipment the attack necrotises it, melting into the casings and causing arcane implosions dealing 1d10+5 sonic damage to anyone within 30 feet.

Acid and Necrotic Critical Effects - Body

Critical DamageCritical Effect

1The attack spatters painfully over the target. The target takes 1 level of Fatigue.

2A gush of caustic fluid scatters over the target. The target is knocked Prone.

3The attack necrotises and devours rent flesh and bone with horrific results. The target must make aDC 10 Constitution Testor suffer blood loss (1 point/round) and be Stunned for 1 Round.

4The attack melts into the targets torso, causing it to double over in terrible pain. The target suffers blood loss (1 point/round) and is Stunned for 1 Round.

5The attack vaporises part of his innards. The target must immediately make aDC 10 Constitution Testor suffer blood loss (2 point/round) and 2 Constitution Damage. The target then suffers 1d5 levels of Fatigue.

6Chunks of the targets flesh are instantly necrotised by the attack leaving noxious, toxic wounds. The target is Stunned for 1 Round, may only take a Single Action in his next Round, and is now suffering blood loss (2 point/round).

7The attack starts to eat into the targets abdomen, necrotising flesh and bone. Each turn there is a 20% chance each turn that the attack will make its way into something important, and deal another d10 acid damage. The target suffers 1 permanent Constitution Damage and is now suffering blood loss (2 point/round).

8The targets chest disintegrates disgorging a river of partially disintegrated organs onto the ground as he vaporises, killing him instantly.

9Pieces of the targets body disperse in all directions as he is torn into bloody, caustic gobbets by the attack. In addition, the remains of the target explode outwards in a caustic spray dealing 1d10 acid Damage to anyone within 10 feet.

10As above, except anyone within 30 feet of the target is drenched in gore and must make aDC 10 Dexterity Testor suffer a 2 penalty to actions for 1 Round as blood fouls their sight.

Acid and Necrotic Critical Effects - Head

Critical DamageCritical Effect

1The attack spatters onto the targets face, meaning he suffers 1 level of Fatigue. If the target is wearing a helmet, there is no effect.

2The vapour from the attack sprays into the targets eyes and ears leaving him Blinded and Deafened for 1 Round.

3The attack leaves his face a bloody ruin as it dissolved the top layer of his skin. Permanent scarring is very likely. The target suffers 2 levels of Fatigue and must make aConstitution Testor gain Horrific Scarring Trait (+2) and permanently lose 2 perception.

4The attack enters into one of his eye sockets, melting and necrotising the eye and his face. He must make aConstitution Testor gain Horrific Scarring Trait (+2). He also suffers 2 Perception Damage an loses the eye.

5The spray of the attack rends and melts the flesh from the targets face and eats into his ears and sinuses. The target is Stunned for 1d10 Rounds and is permanently Deafened as well as incapable of Smelling. Finally, the target gains hideous scars, he gains Horrific Scarring Trait (+1).

6The targets head slowly necrotises under the attack. The target screams and runs 2d10 metres in a random direction, falling over if he runs into anything, as his entire head is melted away by the attack. Whilst this isnt instantly fatal, it is certainly a charming way to die

7Both head and body are disintegrated into a mangled mess, instantly killing the target. In addition, the remains of the target explode outwards in a caustic spray dealing 1d10 Acid Damage to anyone within two metres.

8In a series of unpleasant disintegrations and sprays of vaporising flesh and brain, the targets head and torso fall apart, leaving a gory caustic mess, bubbling on the ground. For the rest of the fight, anyone moving over this spot must make aConsitution Testor fall Prone, and if they fall prone they take d5 Acid damage. The target is dead if you didnt get that.

9The target ceases to exist in any tangible way, falling apart into a spray of caustic mist, except

10As above, except such is the unspeakably appalling manner in which the target was killed, that any of the targets allies who are within two metres of where the target stood, must make an immediateWill Saveor spend their next Turn fleeing from the attacker.

Acid and Necrotic Critical Effects - Leg

Critical DamageCritical Effect

1The attack spatters onto the targets thigh and shin, melting away his flesh. The target suffers 1 level of Fatigue.

2The targes leg is rent to the bone as the attack necrotises the targets leg. He must make aConstitution Testor his movement is reduced by 1 until medical attention is received. In addition he gains 2 Fatigue.

3The attack melts away chunks of the targets leg, causing 1d4 Dexterity damage. They must make aConstitution Testor fall Prone.

4The attack eats into the targets leg, devouring flesh, sinew and bone, causing it to collapse out from under him. The targets Movement is reduced by 1/2 (rounding up) until medical attention is received. In addition, he is knocked Prone and suffers 2 Dexterity Damage.

5A splash of the attack removes a chunk of the targets foot as it vaporises the targets flesh. The target must make an immediateConstitution Testor permanently lose his foot, in addition he takes 1d4 dexterity damage and 1d5 Fatigue.

6The attack starts to disintegrate the targets leg bones and splits apart his flesh, inflicting 1d10 levels of Fatigue. The leg is broken as the attack eats away it, and until repaired, the target counts as having only one leg. The target must make aConsitution Test -2or suffer 1d5 levels of Fatigue.

7The attack reduces the targets leg into a hunk of bubbling meat. The target must immediately make aConstitution Testor die from shock. On a successful Test, the target is still Stunned for 1d10 Rounds, suffers 1d10 levels of Fatigue and suffers Blood Loss. He now has only one leg.

8The attack disintegrates the leg instantly, blood and a mist of dissolving flesh fountaining out of the necrotising stump, sending him crashing to the ground, poisoned blood pumping from the bubbling stump: instantly fatal.

9The entire leg vaporises instantly, and then the attack violently disintegrates the remains of the target, killing the target immediately and sending fountaining necrotic fluids, and parts of the target in all directions. Anyone within two metres suffers 1d10 Acid Damage.

10As above, except if the target is carrying any arcane or explosive, ammunition or equipment the attack necrotises it, melting into the casings and causing arcane implosions dealing 1d10+5 Sonic Damage to anyone within 1d10 metres.

BludgeoningBludgeoning Critical Effects - Arm

Critical DamageCritical Effect

1The attack strikes the targets limb, with a powerful blow, causing him to drop anything held in that hand.

2The strike leaves a deep bruise, possibly causing minor fractures in the arm. The target suffers 1 level of Fatigue.

3The impact crushes flesh and bone. The target drops whatever was held in that hand, and must make aConstitution Testor suffer -1 to all attacks until medical attention is received.

4The impact smashes into the arm or whatever the target is holding, ripping it away and leaving the target reeling from pain. The target is Stunned for 1 Round and drops whatever he was holding in his arm. There is a 10 percent chance that anything the target was holding in that hand is damaged and unusable until repaired.

5Muscle and bone take a pounding as the attack rips into the arm. The limb is useless until the target receives medical attention

6The attack pulverises the targets hand, crushing and breaking 1d5 fingers. The target suffers 1 level of Fatigue and must immediately make aConstitution Testor suffer -1 to all checks requiring manual manipulation permanently.

7With a loud snap, the arm bone is shattered and left hanging limply at the targets side, dribbling blood onto the ground. The arm is broken and, until repaired, the target counts as having only one arm. The target suffers from Blood Loss.

8The force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. The target must immediately make aConstitution Testor die from shock. If he passes the Test, he is still Stunned for 1d10 rounds, suffers 1d5 levels of Fatigue and is suffers from Blood Loss. He now only has one arm.

9In a rain of blood, gore and meat, the targets arm is pulverised by the attack. Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying.

10As above, except as the arm is removed it is smashed apart by the force of the attack, and bone, clothing and armour fragments fly about like shrapnel. Anyone within 2 metres of the target suffers must make aDexterity Testor suffer a 2 penalty to any actions on their next Turn as gore gets in their eyes or on their visors.

Bludgeoning Critical Effects - Body

Critical DamageCritical Effect

1A blow to the targets body steals the breath from his lungs. The target can take only one action on his next Turn.

2The impact punches the air from the targets body, inflicting 1 level of Fatigue and knocking the target Prone.

3The attack breaks a rib and the target is knocked Prone. The target is also Stunned for 1 Round

4The blow batters the target, shattering a rib. The target suffers 1 Constitution Damage and must make aDexterity Testor be knocked Prone.

5A solid blow to the chest pulverises the targets innards, and he momentary doubles over in pain, clutching himself and crying in agony. The target is Stunned for 2 Rounds and must make anConstitution Testor be knocked Prone.

6The attack knocks the target sprawling on the ground. The target is flung 1d5 metres away from the attacker and falls Prone (if the target strikes a wall or other solid object, he stops). The target suffers 1d5 levels of Fatigue and is Stunned for 2 Rounds.

7With an audible crack, 1d5 of the targets ribs break. The target can either lay down and stay still awaiting medical attention (a successful Heal Test sets the ribs) or continue to take Actions, though each Round there is a 20% chance that a jagged rib pierces a vital organ and kills the character instantly. The target suffers 1 permanent Constitution Damage.

8The force of the attack ruptures several of the targets organs and knocks him down, gasping in wretched pain. The target suffers Blood Loss and suffers 2 permanent Constitution Damage.

9The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before crumpling to the ground dead.

10As above, except the target is thrown 1d10 metres away from the attack. Anyone in the targets path must make aDexterity Checkor be knocked Prone.2

Bludgeoning Critical Effects - Body

Critical DamageCritical Effect

1The impact fills the targets head with a terrible ringing noise. The target must make aConstitution Testor suffer 1 level of Fatigue.

2The attack causes the target to see stars. The target suffers a -2 penalty to any Perception or Intelligence Tests for 1d5 Rounds.

3The targets nose breaks in a torrent of blood, blinding him for 1 Round. The target must make aConstitution Testor be Stunned for 1 Round.

4The concussive strike staggers the target. The target must make aConstitution Testor be Stunned for 1 Round and knocked Prone.

5The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round and staggers backwards 1d5 metres. He suffers 1 permanent Intelligence damage.

6The targets head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain. The target is Stunned for 1d5 Rounds, knocked backwards 1d5 metres, must make aDexterity Testor be knocked Prone.

7The attack slams into the targets head, fracturing his skull and opening a long tear in his scalp. The target is Stunned for 1d10 Rounds and halves all movement for 1d10 hours.

8Blood pours from the targets noise, mouth, ears and eyes as the attack pulverises his brain. He does notsurvive the experience.

9The targets head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4 metres of the target must make aDexterity Testor suffer a 2 penalty to any actions on their next Turn as gore gets in their eyes or on their visors.

10As above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make another attack (with the same weapon) against any target standing directly behind the original target and still within range of their weapon.

Bludgeoning Critical Effects - Leg

Critical DamageCritical Effect

1A blow to the leg results in deep bruises and teeth-clenching pain. The target suffers 1 level of Fatigue.

2A grazing strike against the leg slows the target. The targets Movement is reduced by half (rounding up) for 1 Round, and he must make aConstitution Testor be Stunned for 1 Round and fall Prone.

3A powerful impact causes micro fractures in the targets bones, inflicting considerable agony. The target suffers 1 Dexterity Damage, and is knocked Prone.

4A solid blow to the leg sends lightning agony coursing through the target. The target suffers 2 Dexterity Damage and is knocked Prone

5The blow breaks the targets leg, leaving him Stunned for 1 Round and reducing his movement by to 1 metre until he receives medical attention. The target is also knocked Prone.

6Several of the tiny bones in the targets foot snap like twigs with cracking noises. The target must make an immediateConstitution Testor permanently lose the use of his foot. The targets Movement is reduced by 1/2 (rounding up) until medical attention is received. The target suffers 2 levels of Fatigue.

7With a nasty crunch, the leg is br oken and the target is knocked Prone mewling in pain. The target falls to the ground with a broken leg and, until it is repaired, he counts as only having one leg. The target is Stunned for 2 Rounds.

8The force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately make aConstitution Testor die from shock. The target suffers from Blood Loss and suffers 1 permanent Dexterity Damage. He now has one leg.

9The hit rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, he falls to the ground and dies in a spreading pool of gore.

10As above, but such is the agony of the targets death that his piteous screams drowns out all conversation within 2d10 metres for the rest of the Round.

ColdCold Critical Effects- Arm

Critical DamageCritical Effect

1The attack freezes up targets arm, causing it to become limp with cold. All tests involving that arm suffer a 6 penalty for 1d5 Rounds.

2The attack sends chills down to the fingers and up to the shoulder. The arm is useless for 1d5 Rounds and the target takes 1 level of Fatigue.

3The attacks ripples cold course through the targets arm leaving him Stunned for 1 Round, and the arm is useless until the target receives medical treatment.

4The cold of the attack snap freezes parts of the arm, and knocks back the target in his shock. He is Stunned for 1 Round and is knocked Prone. The arm is useless for 1d10 Rounds.

5The outside layer of skin on the arm, freezes soldi, inflicting no small amount of pain on the target. The target may only take one action in his next round, and he suffers 1d5 levels of Fatigue.

6The attack wreathes the arm in ice, freezing clothing and armour and burning the attacker, and freezing the fingers as they grow back with frostbite. The target suffers 1 Strength and 1 Dexterity damage, suffers 1d5 levels of Fatigue, and must make aConstitution Testor lose the use of the hand permanently.

7With a terrible snapping sound, the cold of the attack breaks the targets marrow, as it freezes the arm almost solid. The targets arm is broken and until it is repaired the target counts as only having one arm. The target is Stunned for 1 Round, and suffers 1d5 levels of Fatigue.

8Cold sears through the arm at the shoulder, freezing the shoulder joint to solid and the arm is falls from the body and breaks apart in ice chunks on the ground. The target must take aConstitution Testor become Stunned for 1d5 Rounds. In addition the target suffers 1d10 levels of Fatigue. The target now only has one arm.

9Frost consumes the targets arm, freezing the flesh solid right down to the bone, instantly killing all the flesh up to the target shoulder. The target must make an immediateConstitution Testor die from shock. If he survives, however, the target suffers 1d10 levels of Fatigue and is Stunned for 1 Round. The target now only has one arm.

10The attack freezes the entire arm solid including the bones. The target falls to ground where he immediately dies from shock, clutching his arm, where it shatters on the ground doing 1d10+2 piercing damage to anyone within 2m as shards of ice spray out.

Cold Critical Effects - Body

Critical DamageCritical Effect

1The cold of the attack freezes the air in his lungs. The target can take only a Half Action on his next Turn.

2The cold air from the targets body. The target must make aConstitution Testor take 1d5 Fatigue.

3The attack freezes the outer flesh on the abdomen and torso, inflicting 2 levels of Fatigue and 1 point of Constitution Damage.

4The frost ripples all over the character, scorching his body with horrid frostburns and inflicting 1d10 levels of Fatigue. The target may only take a Single Action on his next Round.

5The cold of the attack forces the target to the ground, helplessly covering his face from the burning chill and keening in agony. The target is knocked to the ground and must make. The Target must make aDexterity Testor be Stunned for 2 Rounds as he fights the cold.

6Struck by the full force of the attack, the target is sent reeling to the ground, frost wreathing the entirety of his body. The target is knocked to the ground, Stunned for 1d10 Rounds, and suffers 1d5 levels of Fatigue. In addition, he must make aDexterity Testor only be able to make one Single Action per turn for 1d5 turns.

7The intense cold of the attack begins to freeze targets organs, freezing his lungs and heart with intense cold. The target is Stunned for 2d10 Rounds and suffers 1 point of permanent Constitution Damage.

8As the attack washes over the target, his skin turns black and peels off while his fat freezes solid and his clothing and armour crack with as they freeze over. The target is Stunned for 2d10 Rounds and the attack halves his Strength, Constitution and Dexterity until he receives medical treatment. The Character gains the Horrifically Scarred Trait (+1).

9The target is completely encased frost, freezing his skin and his eyes like gemstones. He falls to the ground with a solid thud, his entire body frozen.

10As above, except the targets entire body and equipment shatter as they hit the ground. If he was wearing any metal armour then anyone in 1d5 metres takes d10 piercing damage. In addition his body shatters dealing d10+2 piercing damage to anyone within 2 metres.

Cold Critical Effects - Head

Critical DamageCritical Effect

1A dash of frost to the head frazzles the targets senses, imposing a 2 penalty to all actions for 1 Round.

2The cold of the blast freezes his eyes shut, leaving him Blinded for 1 Round.

3The attack freezes the targets ear solid, causing frostburn. He is Deafeaned until he receives first aid or waits for 1d5 hours, and if he doesnt receive first aid his ear will necrotise and fall off.

4The attack freezes all the hairs on the targets head solid, as well as leaving him reeling from the injury. The attack deals 2 levels of Fatigue and the target is blinded for 1d5 Rounds.

5Frost envelopes the targets head, burning his face and freezing his hair, icing over his skin, and causing him to scream like a Mule. In addition to losing his hair, he is blinded for 1d10 Rounds, Stunned for 1 Round, and the character gains the Horrifically Scarred Trait (+1)

6The blast freezes the targets face, some of his features gaining frostburn and will necrotise. hHis eyes are also damaged from being partially frozen.The target is blinded for the next 1d10 hours and suffers 1 permanent Perception Damage. The target also suffers 1d5 levels of Fatigue. Also, the character gains the Horrifically Scarred Trait (+1).

7In a gruesome display, the flesh on the targets head, freezes solid, only to die some weeks later as it necrotises and the target howls in pain as surgeons cut it away of his bone, if he makes it that far. The target is blinded permanently and suffers 1d10 levels of Fatigue. Also, the character gains the Horrifically Scarred Trait (+2+1d5)

8The targets head is instantly frozen solid. He does not survive.

9The targets head is supercooled by the attack, and he falls to the ground where the targets head shatters open, spilling half frozen brain and meat onto the steaming ice of his skull. The target is no more.

10As above, except the targets entire body freezes solid and tumbles in a random direction, where his head shatters, causing a spray of frozen shrapnel in that direction. Resolve as a Spray attack in a random direction of 1d10 metres in a random direction doing D10+2 piercing damage.

Cold Critical Effects - Leg

Critical DamageCritical Effect

1The attack freezes a line of flesh along of the targets leg which will later necrotise and leave a nasty scar. The target may not Run or Charge for 2 Rounds.

2The attack flash-freezes the parts targets leg, parts of flesh falling away as icy chunks. The target must pass aConstitution Checkor suffer 1d5 levels of Fatigue.

3The cold causes horrible cracking noise to come from the targets leg as it is super-cooled by the attack, nasty compound fractures forming in the targets leg. The target reduces his Movement by half (rounding up), and the target may not run or charge. The effects to the targets Movement persist until the target receives medical attention.

4A direct hit to the leg sends currents of agony coursing through the target as his flesh and bones freeze. The target suffers 1 level of Fatigue and reduces his Movement by half (rounding up) for 1d10 Rounds. The Target is knocked Prone.

5The targets leg endures horrific damage, freezing clothing and armour with flesh and bone. The target suffers 1level of Fatigue and reduces his movement by half (rounding up) for 2d10 Rounds. The target is knocked Prone.

6The attack freezes the targets foot solid, the foot turning black. The target must make aConstitution Testor lose the foot as his flesh falls away dead weeks later. On a success, the target reduces his movement by 1/2 (rounding up) until he receives medical attention. In addition, the target suffers 2 levels of Fatigue.

7The cold of the attack freezes and warps the leg, leaving it a mess of frozen and cracked, blackened flesh. The leg is broken and until repaired, the target counts as having lost the leg. The target must take aConstitution Testor become Stunned for 1 Round and lose the leg weeks later to amputation as the entire leg dies without pain and falls off. In addition the target suffers 1d5 levels of Fatigue.

8Cold sears through the bone, causing the leg to fall off a frozen hunk of flesh. The target must take aConstitution Testorbecome Stunned for 1 Round. In addition the target suffers 1d10 levels of Fatigue and is suffering from Blood Loss, as his partially frozen blood begins to pour out of the frozen stump that remains. The target now only has one leg.

9The force of the attack reduces the leg to little more than a chunk frozen and shattered flesh and blood. The target make aConstitution Testor die from shock. The leg is utterly lost.

10In a terrifying display of power, the leg freezes solid, and then the cold quickly freezes the rest of the target solid as his screams fade as the cold snaps his vocal cords and freezes is organs solid.. The target dies in a matter of agonising seconds and then falls over with a dull thud.

Fire, Lightning and Positive EnergyFire, Lightning, Positive Energy Critical Effects - Arm

Critical DamageCritical Effect

1The attack grazes the targets arm, causing it to spasm uncontrollably. All tests involving that arm suffer a 6 penalty for 1d5 Rounds.

2The attack smashes into the arm, sending currents of energy crackling down to the fingers and up to the shoulder. The arm is useless for 1d5 Rounds and the target takes 1 level of Fatigue.

3The attack causes energy to course through the targets arm leaving him Stunned for 1 Round, and the arm is useless until the target receives medical treatment.

4The shock of the attack causes the character to temporarily lose control of his autonomous functions. He is Stunned for 1 Round and is knocked Prone. The arm is useless for 1d10 Rounds.

5The arm suffers superficial burns inflicting no small amount of pain on the target. The target may only take one action in his next round, and he suffers 1d5 levels of Fatigue.

6The attack wreathes the arm in flame, scorching clothing and armour, and temporarily fusing together the targets fingers. The target suffers 1 Strength and 1 Dexterity damage, suffers 1d5 levels of Fatigue, and must make aConstitution Testor lose the use of the hand permanently.

7With a terrible snapping sound, the heat of the attack boils the marrow in the targets arm, causing it to crack or even shatter. The targets arm is broken and until it is repaired the target counts as only having one arm. The target is Stunned for 1 Round, and suffers 1d5 levels of Fatigue.

8Fire sears through the arm at the shoulder, causing the shoulder joint to explode and the arm is severed from the body. The target must take aConstitution Testor become Stunned for 1d5 Rounds. In addition the target suffers 1d10 levels of Fatigue. The target now only has one arm.

9Fire consumes the targets arm, burning the flesh to a crisp right down to the bone. The target must make an immediateConstitution Testor die from shock. If he survives, however, the target suffers 1d10 levels of Fatigue and is Stunned for 1 Round. The target now only has one arm.

10The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he immediately dies from shock, clutching his smoking stump.

Fire, Lightning, Radiant Critical Effects - Body

Critical DamageCritical Effect

1A blow to the targets body steals the air from his lungs. The target can take only a Half Action on his next Turn.

2The blast punches the air from the targets body. The target must make aConstitution Testor be knocked Prone.

3The attack cooks the flesh on the chest and abdomen, inflicting 2 levels of Fatigue and 1 point of Constitution Damage.

4The energy ripples all over the character, scorching his body with horrid third-degree burns and inflicting 1d10 levels of Fatigue. The target may only take a Single Action on his next Round.

5The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. The target is knocked to the ground and must make an Dexterity test or catch fire (see Special Damage). The Target must make aConstitution Testor be Stunned for 1 Round.

6Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiralling out of the wound. The target is knocked to the ground, Stunned for 1d10 Rounds, and suffers 1d5 levels of Fatigue. In addition, he must make aDexterity Testor catch fire (see Special Damage).

7The intense power of the energy attack cooks the targets organs, burning his lungs and heart with intense heat. The target is Stunned for 2d10 Rounds and suffers 1 point of permanent Constitution Damage.

8As the attack washes over the target, his skin turns black and peels off while melted fat seeps from his clothing and armour. The target is Stunned for 2d10 Rounds and the attack halves his Strength, Constitution and Dexterity until he receives medical treatment. The Character gains the Horrifically Scarred Trait (+1).

9The target is completely encased in fire, melting his skin and popping his eyes like superheated eggs. He falls to the ground a blackened corpse.

10As above, except in addition, if the target is carrying any weapon or ammunition with the Explodes special rule, then, there is a 50% chance it explodes. Unless they can make a successful Dodge Test, all creatures within 1d5 metres take 1d10+5 Explosive Damage. If the target carried anything flammable such as Alchemists fire, then it goes off in one round where the targets body lies with the normal effects.

Fire, Lightning, Radiant Critical Effects - Head

Critical DamageCritical Effect

1A grazing blow to the head frazzles the targets senses, imposing a 2 penalty to all Tests (except Constitution) for 1 Round.

2The blast dazzles the target, leaving him Blinded for 1 Round.

3The attack cooks off the targets ear, leaving him with a partially burned stump of cartilage and deafened until he receives first aid or waits for 1d5 hours.

4The attack burns away all of the hairs on the targets head as well as leaving him reeling from the injury. The attack deals 2 levels of Fatigue and the target is blinded for 1d5 Rounds.

5Fire envelopes the targets head, burning his face and hair, crisping his skin, and causing him to scream like a tortured Cat. In addition to losing his hair, he is blinded for 1d10 Rounds, Stunned for 1 Round, and the character gains the Horrifically Scarred Trait (+1)

6The blast cooks the targets face, melting his features and damaging his eyes. The target is blinded for the next 1d10 hours and suffers 1 permanent Perception Damage. The target also suffers 1d5 levels of Fatigue. Also, the character gains the Horrifically Scarred Trait (+1).

7In a gruesome display, the flesh is burned from the targets head, exposing charred bone and muscle underneath. The target is blinded permanently and suffers 1d10 levels of Fatigue. Also, the character gains the Horrifically Scarred Trait (+2+1d5)

8The targets head is destroyed in a convocation of fiery death. He does not survive.

9Superheated by the attack, the targets brain explodes, tearing apart his skull and sending flaming chunks of meat flying at those nearby. The target is no more.

10As above, except the targets entire body catches fire and runs off headless 2d10 metres in a random direction using the scatter diagram. Anything flammable it passes, including characters, must make aDexterity Testor catch fire.

Fire, Lightning, Radiant Critical Effects - Leg

Critical DamageCritical Effect

1The attack sears the flesh and bone of the targets leg, leaving a nasty burn scar. The target may not Run or Charge for 2 Rounds.

2The attack flash-fries the targets leg, cooking chunks of flesh into char. The target must pass aConstitution Checkor suffer 1 level of Fatigue.

3The attack causes a nasty compound fracture in the targets leg. The target reduces his Movement by half (rounding up), and the target may not run or charge. The effects to the targets Movement persist until the target receives medical attention.

4A direct hit to the leg sends currents of agony coursing through the target. The target suffers 1 level of Fatigue and reduces his Movement by half (rounding up) for 1d10 Rounds. The Target is knocked Prone.

5The targets leg endures horrific burn Damage, fusing clothing and armour with flesh and bone. The target suffers 1level of Fatigue and reduces his movement by half (rounding up) for 2d10 Rounds. The target is knocked Prone.

6The attack burns the targets foot, charring the flesh and emitting a foul aroma. The target must make aConstitution Testor lose the foot. On a success, the target reduces his movement by 1/2 (rounding up) until he receives medical attention. In addition, the target suffers 2 levels of Fatigue.

7The energy of the attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until repaired, the target counts as having lost the leg. The target must take aConstitution Testor become Stunned for 1 Round. In addition the target suffers 1d5 levels of Fatigue. The target now only has one leg.

8Energy sears through the bone, causing the leg to be severed. The target must take aConstitution Testorbecome Stunned for 1 Round. In addition the target suffers 1d10 levels of Fatigue and is suffering from Blood Loss. The target now only has one leg.

9The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target make aConstitution Testor die from shock. The leg is utterly lost.

10In a terrifying display of power, the leg immolates and fire consumes the target completely. The target dies in a matter of agonising seconds.

PiercingPiercing Critical Effects - Arm

Critical DamageCritical Effect

1The attack pierces the targets limb, with a powerful blow, causing him to drop anything held in that hand.

2The strike ruptures the arm, possibly causing minor fractures in the arm. The target suffers 1 level of Fatigue.

3The attack pierces through flesh and bone. The target drops whatever was held in that hand, and must make aConstitution Testor suffer -1 to all attacks until medical attention is received.

4The pierces right through the limb, filling the air with blood and the sounds of his screaming. The target falls Prone from the agony and takes 2 levels of Fatigue. The limb is useless for 1d10 Rounds.

5The attack opens up the arm of the target with a gush of blood. The target suffers from Blood Loss and vomits all over the place in agony. He drops anything held and the limb is useless without medical attention.

6The blow mangles flesh and muscle as it impales targets forearm and hand, severing major arteries. The target is Stunned for 1 Round and must immediately make aConstitution Testor lose the use of his hand. In addition the target now suffering Blood Loss.

7With a loud snap, the attack pierces through the arm and through the shoulder and collarbone. the arm is left hanging limply at the targets side, dribbling blood onto the ground. The targets shoulder is broken, and, until repaired, the target counts as having only one arm. The target suffers from Blood Loss.

8The attack pierces through armour, bone and flesh and with a sick tearing noise, severing the arm off just below the shoulder, showering blood and gore across the ground. The target must immediately make aConstitution Testor die from shock. If he passes the Test, he is still Stunned for 1d10 rounds, suffers 1d5 levels of Fatigue and is suffers from Blood Loss. He now only has one arm.

9The attack pierces the targets arm to their chest, and then exits through the targets back with a pop, drenching the ground in blood and gore and killing the target instantly.

10As above, except the except that the attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make another attack (with the same weapon) against any target standing directly behind the original target and still within range of their weapon.

Piercing Critical Effects - Body

Critical DamageCritical Effect

1If the target is not wearing armour on this location, he takes 1 level of Fatigue from a painful and deep wound. If he is wearing armour, there is no effect. Phew!

2The impact punches the air from the targets body, inflicting 1 level of Fatigue and knocking the target Prone.

3The attack breaks a rib and the target is knocked Prone. The target is also Stunned for 1 Round

4The blow batters the target, shattering a rib. The target suffers 1 Constitution Damage and must make aDexterity Testor be knocked Prone.

5A torrent of blood spills from the attack as it pierces the targets, making the ground slick with gore. All characters attempting to move through this pool of blood must succeed on aDexterity Testor fall Prone. The target suffers 2 Constitution Damage and also suffers Blood Loss.

6The mighty attack enters and then exits through the targets chest, knocking him to the ground as he clutches at the blood welling out of his chest and mouth. The target is knocked Prone and suffers 2 Constitution Damage and suffers Blood Loss

7With an audible squelching sound, and several cracks, the attack pierces the targets sternum and 1d5 of the targets ribs break. The target can either lay down and stay still awaiting medical attention (a successful Heal Test sets the ribs) or continue to take Actions, though each Round there is a 20% chance that a jagged rib pierces a vital organ and kills the character instantly. The target suffers 1 permanent Constitution Damage.

8The attack enters the targets abdomen, and exits through him, rupturing several of the targets organs and knocks him down, gasping in wretched pain. The target suffers Blood Loss and suffers 2 permanent Constitution Damage.

9The attack pierces the target, breaking ribs, sternum and severing the spine. The jerks back from the force of the attack, still impaled, throwing back his head and spewing out a jet of blood before crumpling to the ground dead.

10As above, except theexcept that the attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make another attack (with the same weapon) against any target standing directly behind the original target and still within range of their weapon.

Piercing Critical Effects - Head

Critical DamageCritical Effect

1The impact fills the targets head with a terrible ringing noise. The target must make aConstitution Testor suffer 1 level of Fatigue.

2The attack causes the target to see stars. The target suffers a -2 penalty to any Perception or Intelligence Tests for 1d5 Rounds.

3The attack rips open the targets face, leaving him Stunned for 1d5 Rounds. If the target is wearing a helmet, the helmet is torn off. The target suffers Blood Loss

4The concussive strike staggers the target. The target must make aConstitution Testor be Stunned for 1 Round and knocked Prone.

5The attack tears the targets helmet from his head. If wearing no helmet, the target loses an ear instead, becoming Deafened until he receives medical attention. He must also must pass aConstitution Testor become Dazed for d5 rounds.

6As the attack rips violently across the targets faceit takes with it an important feature. Roll 1d10 to see what the target has lost. 13: Eye, 47: Nose (the target gains Horrifically Scarred (+2), 810: Ear (the target gains Horrifically Scarred (+2)). In addition, the target is now suffering Blood Loss and suffers 1d5 levels of Fatigue.

7In a splatter of skin and teeth, the attack removes most of the targets face. He is permanently Blinded and gains Horrifically Scarred (+2), and also now has trouble speaking without slurring his words. In addition, the target is suffering from Blood Loss and is Stunned for 1 Round.

8Blood pours from the targets noise, mouth, ears and eyes as the attack enters, and then exits his skull in a mist of gore. He does not survive the experience.

9The attack bursts the targets head like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4 metres of the target must make aDexterity Testor suffer a 2 penalty to any actions on their next Turn as gore gets in their eyes or on their visors.

10As above, except that the attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make another attack (with the same weapon) against any target standing directly behind the original target and still within range of their weapon.

Piercing Critical Effects - Leg

Critical DamageCritical Effect

1The attack knocks the limb backwards, painfully twisting it awkwardly. The target suffers 1 level of Fatigue.

2The attack cracks through the targes Kneecap. He must make aDexterity Testor fall Prone and sufferfrom Blood Loss as the already damaged extremity hits the ground.

3The attack pierces the leg, causing blood to gush from the wound. The target suffers 1 Dexterity damage and suffers Blood Loss.

4A solid blow to the leg sends lightning agony coursing through the target. The target suffers 2 Dexterity Damage and is knocked Prone

5The attack impales the targets leg, breaking it with a sickening crunch, leaving him Stunned for 1 Round and reducing his movement by to 1 metre until he receives medical attention. The target is also knocked Prone.

6The blow cleanly impales and shatters the targets foot. The target must make an immediateConstitution Testor permanently lose the use of his foot. On a success, the targets Movement is reduced by half (rounding up). In either case, the target suffers Blood Loss.

7With a nasty crunch, attack passes directly through the leg. The leg is badly broken and the target is knocked Prone mewling in pain. The target falls to the ground with a broken leg and, until it is repaired, he counts as only having one leg. The target is is no Suffering from Bloodloss

8The attack severs and rips the lower half of the leg away in a stream of blood. The target must immediately make aConstitution Testor die from shock. The target suffers from Blood Loss and suffers 1 permanent Dexterity Damage. He now only has one leg.

9The hit rips through the flesh of the leg and groin, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, he falls to the ground and dies in a spreading pool of gore.

10As above, but such is the agony of the targets death that his piteous screams drowns out all conversation within 2d10 metres for the rest of the Round.

SlashingSlashing Critical Effects - Arm

Critical DamageCritical Effect

1The slashing attack tears anything free that was held in this arm.

2Deep cuts cause the target to drop whatever was held and inflicts 1 level of Fatigue.

3The attack shreds the targets arm into ribbons, causing the target to scream in pain. The target drops whatever as held in that hand and must make a successfulConstitution Testor suffer Blood Loss.

4The attack flays the skin from the limb, filling the air with blood and the sounds of his screaming. The target falls Prone from the agony and takes 2 levels of Fatigue. The limb is useless for 1d10 Rounds.

5A bloody and very painful looking furrow is opened up in the targets arm. The target suffers from Blood Loss and vomits all over the place in agony. He drops anything held and the limb is useless without medical attention.

6The blow mangles flesh and muscle as it hacks into the targets hand, liberating 1d5 fingers in the process (a roll of a 5 means that the thumb has been sheared off ). The target is Stunned for 1 Round and must immediately make aConstitution Testor lose the use of his hand.

7The attack rips apart skin, muscle, bone and sinew with ease, turning the targets arm into a dangling ruin. The target suffers 2 Strength Damage. The arm is broken and, until repaired, the target counts as having only one arm. In addition, numerous veins have been severed and the target is now suffering from Blood Loss.

8With an assortment of unnatural, wet ripping sounds, the arm flies free of the body trailing blood behind it in a crimson arc. The target must immediately make aConstitution Testor die from shock. If he passes the Test, he is Stunned for 1d10 Rounds and suffers Blood Loss. He now has only one arm.

9The attack slices clean through the arm and into the torso, drenching the ground in blood and gore and killing the target instantly.

10As above. However, as the arm falls to the ground its fingers spasm uncontrollably, pumping the trigger of any held crossbow or arcane weapon. If the target was carrying a such ranged weapon that was loaded, or an explosive flask, there is a 5% chance that a single randomly determined target within 2d10 metres is hit by the weapon, in which case resolve a single hit from the targets weapon.

Slashing Critical Effects - Body

Critical DamageCritical Effect

1If the target is not wearing armour on this location, he takes 1 level of Fatigue from a painful laceration. Ifhe is wearing armour, there is no effect. Phew!

2A powerful slash opens a painful rent in the targets body. He suffers 1 level of Fatigue and must make aConstitution Testor be Stunned for 1 Round.

3The attack rips a large patch of skin from the targets torso, leaving him gasping in pain. The target is Stunned for 1 Round and must make aConstitution Testor suffer from Blood Loss.

4The blow opens up a long wound in the targets torso, causing him to double over in terrible pain. The target suffers from Blood Loss and is Stunned for 1 Round.

5A torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting to move through this pool of blood must succeed on aDexterity Testor fall Prone. The target suffers 2 Constitution Damage and also suffers Blood Loss.

6The mighty attack takes a sizeable chunk out of the target and knocks him to the ground as he clutches the oozing wound, shrieking in pain. The target is knocked Prone and suffers 2 Constitution Damage and Blood Loss.

7The attack cuts open the targets abdomen. The target can either choose to use one arm to hold his guts in (until a healer them in place with a successful Heal Test), or fight on regardless and risk a 20% chance each turn that his middle splits open, spilling his intestines all over the ground, causing an additional 2d10 Piercing damage. In either case, the target suffers 1 permanent Constitution Damage and is now suffering Blood Loss.

8With a vile tearing noise, the skin on the targets chest comes away revealing a red ruin of muscle. The target must make aConstitution Testor die. If he passes, he suffers 2 permanent Constitution Damage, is stunned for 1 Round, and now suffers Blood Loss.

9The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. The target is now quite dead.

10As above, except that the area and the target are awash with gore. For the rest of the fight, anyone moving within four metres of the targets corpse must make make aDexterity Testor fall Prone.

Slashing Critical Effects - Head

Critical DamageCritical Effect

1The attack tears a painful the targets face, meaning he suffers 1 level of Fatigue. If the target is wearing a helmet, there is no effect.

2The attack slices open the targets scalp which immediately begins to bleed profusely. Due to blood pouring into the targets eyes, he suffers a 2 penalty to actions for the next 1d10Turns. The target must pass aChallenging (+0) Toughness Testor suffer from Blood Loss.

3The attack rips open the targets face, leaving him Stunned for 1d5 Rounds. If the target is wearing a helmet, the helmet is torn off. The target suffers Blood Loss.

4The attack slices across one of the targets eye sockets, possibly scooping out the eye. He must make aConstitution Test at +4or lose the eye. He also suffers 2 Perception Damage.

5The attack tears the targets helmet from his head. If wearing no helmet, the target loses an ear instead, becoming Deafened until he receives medical attention. He must also must pass aConstitution Testor become Dazed for d5 rounds.

6As the blow rips violently across the targets faceit takes with it an important feature. Roll 1d10 to see what the target has lost. 13: Eye, 47: Nose (the target gains Horrifically Scarred (+2), 810: Ear (the target gains Horrifically Scarred (+2)). In addition, the target is now suffering Blood Loss and suffers 1d5 levels of Fatigue.

7In a splatter of skin and teeth, the attack removes most of the targets face. He is permanently Blinded and gains Horrifically Scarred (+2), and also now has trouble speaking without slurring his words. In addition, the target is suffering from Blood Loss and is Stunned for 1 Round.

8The blow slices into the side of the targets head causing his eyes to pop out and his brain to ooze down his cheek like spilled jelly. Hes dead before he hits the ground.

9With a sound not unlike a wet sponge being torn in half, the targets head flies free of its body and sails through the air, landing harmlessly 2d10 metres away with a soggy thud. The target is instantly slain.

10As above, except the targets neck spews blood in a torrent, drenching all those nearby and forcing them to make aDexterity Test. Anyone who fails the Test, suffers a 2 penalty to his Weapon Skill and Ballistic Skill Tests for 1 Round as gore fills his eyes or fouls his visor.

Slashing Critical Effects - Leg

Critical DamageCritical Effect

1The attack knocks the limb backwards, painfully twisting it awkwardly. The target suffers 1 level of Fatigue.

2The targets kneecap splits open. He must make aDexterity Testor fall Prone and sufferfrom Blood Loss as the already damaged extremity hits the ground.

3The attack rips a length of flesh from the leg, causing blood to gush from the wound. The target suffers 1 Dexterity damage and suffers Blood Loss.

4The attack rips the kneecap free from the targets leg, causing it to collapse out from under him. The targets Movement is reduced by 1/2 (rounding up) until medical attention is received. In addition, he is knocked Prone and suffers 2 Dexterity Damage.

5In a spray of blood, the targets leg is deeply slashed, exposing bone, sinew and muscle. The target suffers Blood Loss and suffers 2 Dexterity Damage. The target must also make aConstitution Testor suffer an additional 2 points of Dexterity Damage.

6The blow slices a couple of centimetres off the end of the targets foot. The target must make an immediateConstitution Testor permanently lose the use of his foot. On a success, the targets Movement is reduced by half (rounding up). In either case, the target suffers Blood Loss.

7The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and, until repaired, the target counts as having only one leg. In addition, the level of maiming is such that the target is now suffering from Blood Loss. He also is Stunned for 1 Round and is knocked Prone.

8In a single bloody hack the leg is lopped off the target, spurting its vital fluids across the ground. The target must immediately make aConstitution Testor die from shock. On a success, the target is Stunned for 1d10 Rounds, and suffers Blood Loss. He now has only one leg.

9With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony before dying.

10As above, except that the tide of blood is so intense that, for the remainder of the battle, anyone making a Run or Charge Action within 6 metres of the target this Turn must make aDexterity Testor fall over.

SonicSonic Critical Effects - Arm

Critical DamageCritical Effect

1The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue.

2The blast snaps the bones of the arm in half. The target drops anything held in the hand and must pass aConstitution Testor be Stunned for 1 Round.

3The percussion removes 1 finger (and the tips from up to 1d5 others) from the targets hand. The target suffers -2 to all attacks until medical attention is recieved, and anything carried in the hand is destroyed. If this is anything capable of exploding, or techno magical, it shatters and is quite messy (use result 9 instead).

4The concussion rips the sinew of the arm straight from the bone. He is Stunned for 1 Round, and the limb is useless until medical attention is received. The target must make aConstitution Testor suffer Blood Loss.

5The blast literally begins to flay the target, ripping away flesh and muscle alike. He must immediately make anConstitution Test +1or lose his hand.

6The attack pulverises the bone and mangles the flesh turning the targets arm into a red ruin inflicting 1d5 levels of Fatigue. The targets arm is broken and, until repaired, the target counts as having only one arm. In addition, the horrendous nature of the wound means that he now suffers from Blood Loss.

7In a violent hail of flesh, the arm is torn apart. The target must immediately make aConstitution Testor die from shock. On a success, the target is Stunned for 1d10 rounds, suffers 1d10 levelsof Fatigue, and suffers Blood Loss. He now only has one arm.

8The arm disintegrates under the force of the sonic attack taking a good portion of the shoulder and chest with it. The target is sent screaming to the ground, where he dies in a pool of his own blood and organs.

9With a mighty bang the arm is blasted from the targets body, killing the target instantly in a rain of blood droplets. In addition, if the target was carrying a weapon with a arcane or alchemical source in his hand (such as a techno magical item or magic item) then it implodes, dealing 1d10+5 Sonic Damage to anyone within two metres.

10As above, except if the target is carrying any arcane or explosive, ammunition or equipment it also shatters in an arcane implosion dealing 1d10+5 Sonic Damage to anyone within 1d10 metres (this is in addition to Damage caused by imploding magic weapons noted above). If the target is carrying anything flammable or combustible, these too detonate on his person.

Sonic Critical Effects Critical Effects - Body

Critical DamageCritical Effect

1The concussion flings the target backwards 1d5 metres. The target is knocked Prone.

2The target is blown backwards 1d5 metres by a terrific percussion, taking 1 level of Fatigue per metre travelled. The target is knocked Prone.

3The power of the sound rends flesh and bone with horrific results. The target must make aConstitution Testor suffer from Blood Loss and be Stunned for 1 Round.

4The force of the blast sends the target sprawling to the ground. The target is knocked backwards 1d5 metres, Stunned for 1 Round, and is knocked Prone.

5Concussion from the noise knocks the target to the ground and turns his innards into so much ground meat. The target must immediately make aConstitution Testor suffer Blood Loss and 2 Constitution Damage. The target then suffers 1d5 levels of Fatigue and is knocked prone.

6Chunks of the targets flesh are ripped free by the force of the attack leaving large, weeping wounds. The target is Stunned for 1 Round, may only take a Single Action in his next Round, and is now suffering Blood Loss.

7The sonic force of the attack ruptures the targets flesh and scrambles his nervous system, knocking him to the ground. The target suffers Blood Loss, is knocked Prone, is Stunned for 1d10 Rounds, and must make aConstitution Testor fall unconscious.

8The targets chest explodes outward, disgorging a river of partially disintegrated organs onto the ground as the percussion flays him, killing him instantly.

9Pieces of the targets body fly in all directions as he is torn into bloody gobbets by the attack. In addition, if the target is carrying anything explosive or combustible ammunition, it implodes dealing 1d10+5 Sonic Damage to anyone within 1d10 metres. If the target is carrying anything else combustible these too detonate on his person.

10As above, except anyone within 1d10 metres of the target is drenched in gore and must make aDexterity Testor suffer a 2 penalty to actions for 1 Round as blood fouls their sight.

Sonic Critical Effects - Head

Critical DamageCritical Effect

1The percussion leaves the target confused. He can take only a Half Action on his next Turn.

2The flash and noise leaves the target Blinded and Deafened for 1 Round

3The sonic attack leaves the targets face a bloody ruin from scores of small cuts. Permanent scarring is very likely. The target suffers 2 levels of Fatigue and must make aConstitutiion Testor gain Horrific Scarring Trait (+2) and permanently lose 2 perception.

4The force of the blast knocks the target to the ground and senseless. The target suffers 2 Intelligence Damage and is knocked Prone. He must also pass aConstitution Testor suffer an additional 1 Intelligence Damage and be stunned for 2 Rounds.

5The percussive force flays the flesh from the targets face and bursts his eardrums with its force. The target is Stunned for 1d10 Rounds and is permanently Deafened. Finally, the target gains hideous scars, he gains Horrific Scarring Trait (+1).

6The targets head explodes under the force of the attack, leaving his headless corpse to spurt blood from the neck for the next few minutes. Needless to say this is instantly fatal.

7Both head and body are disintegrated into a mangled mess, instantly killing the target. In addition, if the target is carrying any explosive or arcane ammunition it explodes dealing 1d10+5 Sonic Damage to any creatures within 1d5 metres. If the target was carrying any other combustibles, these too explode on the targets person.

8In a series of unpleasant disintegrations, concussions and explosions the targets head and torso peel apart, leaving a gory mess on the ground. For the rest of the fight, anyone moving over this spot must make aConsitution Testor fall Prone. The target is dead if you didnt get that.

9The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. You dont get much deader than this, except

10As above, except such is the unspeakably appalling manner in which the target was killed, that any of the targets allies who are within two metres of where the target stood, must make an immediateWill Saveor spend their next Turn fleeing from the attacker.

Sonic Critical Effects - Leg

Critical DamageCritical Effect

1A glancing blast sends the character backwards one metre. The target must make aConstitution Testor be knocked Prone.

2The force of the attack takes the targets feet out from under him. He is knocked Prone and may only take Single Action movement Actions for 1d5 Rounds.

3The concussion causes the targets leg to fracture, inflicting 1d4 Dexterity damage.

4The attacks force sends the target spinning through the air. The target is flung 1d5 metres away from the explosion. It takes the target a Double Action to regain his feet, and his Movement is reduced by half (rounding up) for 1d10 Rounds.

5Explosive force removes part of the targets foot and scatters the ragged remnants over a wide area. The target must make aConsitution Test -2or suffer 1d5 levels of Fatigue.

6The concussive force of the blast shatters the targets leg bones and splits apart his flesh, inflicting 1d10 levels of Fatigue. The leg is broken and, until repaired, the target counts as having only one leg. The target must also make an immediateConstitution Testor permanently lose his foot.

7The attack reduces the targets leg into a hunk of smoking meat. The target must immediately make aConstitution Testor die from shock. On a successful Test, the target is still Stunned for1d10 Rounds, suffers 1d10 levels of Fatigue and suffers Blood Loss. He now has only one leg.

8The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood pumping from the ragged stump: instantly fatal.

9The leg disintegrates in an eruption of blood, killing the target immediately and sending tiny fragments of bone, clothing, and armour hurtling off in all directions. Anyone within two metres suffers 1d10+2 Piercing Damage.

10As above, except in addition, if the target is carrying any explosive ammunition, it explodes dealing 1d10+5 Sonic Damage to anyone within 1d10 metres. If the target is carrying any other combustible equipment, these too implode on the targets person.

Shock and FearHorrible things lurk in the Maze Below. Shock is short-term fear and requires a Will save, as follows: Disturbing: DC 10Frightening: DC 15Horrifying: DC 20Terrifying: DC 25The character suffers the effect on the table below according to by how much they failed the save (failure by 1 results in the rank 1 effect, and so on).The Shock Table 1The character is badly startled. They may only take a single action (move or standard) on their next turn, but afterward may act normally.

2Fear grips the character and they begin to shake and tremble. They take -2 on all rolls for the rest of the encounter until they can snap out of it (make another Will save each round; this save may be rolled normally).

3Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of their fear, but may otherwise act normally, taking -2 on all rolls until the end of the encounter. The character gains 1 Insanity point.

4The character is frozen by terror. The character may take no actions until they snap out of it. After snapping out of it, the character takes -4 on all rolls until the end of the encounter. The character gains 1d4 Insanity points.

5Panic grips the character. They must flee the source of their fear, if able, as fast as possible, and if prevented from doing so, may only take a single action and has disadvantage on all rolls. The character gains 1d4 Insanity points. Once away from the danger, they must successfully snap out of it to regain control.

6Fainting dead away, the character keels over and remains unconcious for 1d4 rounds. Once they regain conciousness, they are still shaken and at disadvantage on all rolls until the end of the encounter. The character gains 1d4 Insanity points.

7Totally overcome, the character screams and vomits uncontrollably for 1d4 rounds. During this time, they are helpless, may do nothing, and drop anything they are holding. Afterwards, until the end of the encounter, the character may only take a single action each turn until they can rest. The character gains 1d4 Insanity points.

8The character laughs hysterically and randomly attacks anything near them in a manic frenzy, firing wildly or using whatever weapon they have at hand. This effect lasts until the character snaps out of it, or until they are knocked unconcious. The character gains 1d6 Insanity points.

9The character crumples to the ground for 1d5+1 rounds sobbing, babbling, and tearing at their own flesh, and may do nothing. Even after they return to their senses, they are a complete mess and at disadvantage on all rolls until the end of the encounter. The character gains 1d8 Insanity points.

10The character's mind snaps and they become catatonic for 1d5 hours and may not be roused. The character gains 1d10 Insanity points.

11The character is so affected that they begin to see strange and terrible visions as their hold on reality shatters. The character suffers the effects of acute hallucinations for 2d10 rounds. After the hallucinations fade, the character has disadvantage on all tests until the encounter ends. The character gains 2d10 Insanity points and suffers 2 points of permanent Charisma damage.

Mental TraumasEach time a character gains 10 Insanity points, they must make a Will save. The base DC is 20 for characters who have less than 40, 15 for characters who have 40-80, and 10 for characters who have 80-99. Characters with more than 100 Insanity points are terminally insane and removed from play.The character suffers the effect on the table below according to by how much they failed the save (failure by 1 results in the rank 1 effect, and so on).Mental Traumas Table1The character becomes withdrawn and quiet. The character is at a -2 to all Charisma-based rolls. This lasts for 3d10 hours.

2The character must compulsively perform an action such as fevered praying, frantically cleaning a weapon, reciting verse, and so on, and pays little attention to anything else. All rolls based on Intelligence or Wisdom suffer a -2 penalty. This lasts for 3d10 hours.

3The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains advantage on all Perception checks and suffers disadvantage on Will saves for the next 1d5 days.

4The character suffers a temporary severe phobia. This effect lasts for 1d5 days.

5The character reacts to the slightest stress or pressure by becoming agitated. When performing any task that involves rolling, the character must first make a Will save (DC 10) or suffer disadvantage on the roll. If the character gets into combat, all rolls during combat automatically suffer disadvantage. This lasts for 1d5 days.

6The character suffers vivid and extreme nightmares whenever they try to sleep. The next day and for the next 1d10 days, the character will be exhausted by lack of sleep and gains a level of Fatigue that can't be restored by sleeping. This lasts for 1d5 days.

7The character is struck dumb and unable to speak. This lasts for 1d5 days.

8Extremely distressed and unfocused, the character refuses to eat or drink and looks in a terrible state. The character has disadvantage on all rolls for 1d10 days.

9The character becomes hysterically blind or deaf. This effect lasts for 1d10 days.

10The character becomes completely traumatised and virtually unresponsive. They can't initiate actions but may be gently led. This effect lasts for 1d10 days.

Mental DisordersThese reflect the permanent, long-term effects on a character's mind of exposure to things horrific and unnatural. A character automatically gains a disorder if they fail the trauma save by 10 or more.

Disorders are chosen in accordance with what horrific things the character has experienced. The base DC to resist a disorder's effects is Will 10 + the character's level. The GM makes the victim's saving throws in secret the character does not know the result, nor necessarily the type of insanity that afflicts them. Some disorders take days or even months to trigger or have effects, while others are immediately obvious.

See The Book of Broken Dreams for disorders and their effects.