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IndoCthulhu Critical HitsArm, Hand, Shoulder 3: joint/tendon damaged; if any BOD is done then limb is permanently impaired; if damage would impair normally then defender loses 2d6 STR and DEX for that limb permanently. 4: bone broken; if any BOD is done then limb is impaired, if damage was impairing then limb is disabled; if damage was disabling then compound fracture occurs. 5: add 0.5 to damage multiplier 6 - 7: armor damaged; damage from the attack is applied to the armor on the location also. If no armor, go to result 13-14. 8 - 9: armor ignored; defender’s resistance defenses ineffective. If no armor, go to result 13 – 14. 10 - 12: attack does maximum damage. 13 - 14: defender’s [ other weapon | clothing | other item ] at this location is hit for damage; treat item BOD as armor for defender. If not applicable, go to result 15. 15: add 1 to damage multiplier 16: fingers damaged; defender loses the use of fingers on the hand hit equal to 1/3 the BOD past defenses. STR and DEX reduced in hand by the number of fingers lost. If hit was in shoulder or arm, go to result 4. 17: serious bleeding: defender takes bleeding damage every segment. If attack was with blunt weapon, go to result 4. 18: roll twice again Foot, Leg, Thigh 3: joint/tendon damaged; if any BOD is done then limb is permanently impaired; if damage would impair normally then defender loses ½ of their movement rate and 3 DCV permanently. 4: bone broken; if any BOD is done then limb is impaired, if damage was impairing then limb is disabled; if damage was disabling then compound fracture occurs. 5: add 0.5 to damage multiplier 6 - 7: armor damaged; damage from the attack is applied to the armor on the location also. If no armor, go to result 13-14. 8 - 9: armor ignored; defender’s resistant defenses ineffective. If no armor, go to result 13 – 14. 10 - 12: attack does maximum damage. 13 - 14: defender’s [ other weapon | clothing | other item ] at this location is hit for damage; treat item BOD as armor for defender; also defender falls down. 15: add 1 to damage multiplier. 16: defender falls down. 17: serious bleeding: defender takes bleeding damage every segment. If attack was with blunt weapon, go to result 4. 18: roll twice again Chest, Abdomen, Vitals 3: vital organ damaged; if any BOD done wound is impairing; if wound would normally impair then defender is disabled; if wound would normally disable then … loose a vital organ! 4: ribs broken; if any BOD done then defender loses 2d6 END till healed. 5: add 1 to damage multiplier. 6 - 7: armor damaged; damage from the attack is applied to the armor on the location also. If no armor, go to result 13-14. 8: armor ignored; defender’s resistant defenses ineffective. If no armor, go to result 13 – 14. 9 - 10: attack does maximum damage. 11 - 12: add 1 to Stun modifier. 13 - 14: defender’s [ other weapon | clothing | other item ] at this location is hit for damage; treat item BOD as armor for defender. If not applicable, go to result 15. 15: add 2 to damage multiplier. 16: serious bleeding: defender takes bleeding damage every segment. If attack was with blunt weapon, go to result 4. 17: spine damaged; DEX and movement reduced permanently by BOD past defenses. 18: roll twice again. Head 3: brain damaged; defender loses EGO and INT equal to 1/3 of BOD past defenses. 4: eye or ear damaged; lose 1d3 [ visual | hearing ] perception. 5: teeth damaged; +1 Stun modifier, and verbal skills take modifier equal to 1/3 of BOD past defenses. 6: armor damaged; damage from the attack is applied to the armor on the location also. If no armor, go to result 14. 7 - 8: armor ignored; defender’s resistant defenses ineffective. If no armor, go to result 14. 9 - 10: attack does maximum damage. 11: add 1 to Stun modifier. 12: blinded by blood in eyes; defender Flashed for segments equal to 1/3 of BOD past defenses. 13: face damaged; defender loses COM equal to 1/3 of BOD past defenses. 14: defender’s [ other weapon | clothing | other item ] at this location is hit for damage; treat item BOD as armor for defender. If not applicable, go to result 15. 15: add 2 to damage multiplier. 16: serious bleeding: defender takes bleeding damage every segment. If attack was with blunt weapon, go to result 15. 17: spine damaged; DEX reduced permanently by BOD past defenses. |
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