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New Critical Hit Sysem
Critical Hit System
Critical Threat Must be Confirmed Prior to Procedure
- Roll d12 (Location Die) to Verify Critical Location
- Roll d100 to Verify Severity of Hit
- Correspond to Critical Hit Table to identify result
When an attack roll that falls within an attacker’s critical range, the specialized d12 will be rolled to determine critical location.
(1-50=Standard Critical, 51-75=Stunning Critical, 76-95=Devastating Critical, 96-100=Fatal Critical)
Possible Rolls on the specialized d12, and Maximum Critical Severity and Effect:
Hands: Stunning, Drops item in hand Devastating, Stun plus atk loss, item dopped Fatal, Hand Destroyed
Arms: Stunning, 50% item dropped Devastating, Stun plus atk loss, item dropped Fatal, Arm Destroyed
Feet: Stunning, 50% prone Devastating, Stun plus 1/2 move Fatal, Foot Destroyed
Legs: Stunning, 50% prone Devastating, Stun plus, prone, 1/2 move, add 1 X Fatal, Leg Destroyed
Stomach: Devastating, Stun plus, add 2 X Fatal, 0 HP, -1 Dmg/Round
Chest: Devastating, Stun plus, add 2 X Fatal, 0 HP
Head: Devastating, Double Stun plus, add 3 X Fatal, 0 HP
FullBody: Increase 1 Severity Level, Devastating, add 3 X Fatal, Instant Death
Amendment 1: All bonus multipliers stack with any feats or items a PC may have, such as Keen weapons.
Amendment 2: Fatal Critical using this system can only occur on creatures of (1) one size group larger or any size group smaller than the character causing the critical.
