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Since being recently introduced to this systme, I've got to say I really enjoy it. It's got all of the high action tactical medievil combat that originally got me into gaming with 3e D&D, but it's a simper system with quicker gameplay. In fact, the only thing I found frustrating was the critical hits. You hit, figure out your critical value, roll on a table for your critical effect value, roll on a table for your hit location, then compare your critical effect value to another table. Just when combat should be it's fastest, you can get bogged down in cross refferencing and die rolls.
So, I whipped up a big random table on TableSmith to do the whole shebang in one mouse click. It's uses the same methods as the book, so no worries about the statistics being off. All you need to do is input the critical value and it spits out a full breakdown of the attack. If you've not used TableSmith before, it's a simple peice free-ware (okay, maybe nag-ware) which lets you use random tables and build them via-text editor. It's probobly my #1 most used electronic DMing tool next to good old notepad.
In case anyone else wants to use it, here's the table. All you need to do is create a new table, click on the edit button, and copy and paste this into the text editor. Viola!
#
# Critical Hit
#
%CritV%,1
%Effect%,1
%Loc%,Right Arm
:Start
1,|Effect=[Call1]||Loc=[Location]|[Output]
:Output
1,The target is hit in the %Loc% [%Loc%Effect=%Effect%]
:BodyEffect
1,and the wind is kncoked out of it. All its tests and attacks suffer a -20% penalty for one round.
2,or, more specifically, the groin. The pain is such that the target cannot take any actions for one round.
3,and ribs are busted by the ferocity of the attack. The character takes a -10% Weapon Skill penalty until medical attention is recieved.
4,and its armour is damaged. Armour points on the body are reduced by 1 until the armour is repaired with a succesful Trade(Armourer) Skill Test. If the character has no Armour Points in this area, the strike hits the target's uprotected groin. The pain is such that the target cannot take any actions for one round.
5,and is knocked to the ground, badly winded. All its tests and attacks suffer a -30% penalty for one round.
6,and is stunned for 1d10 rounds. If the target is suffering from blood lost, it is killed outright.
7,and the blow results in serious internal bleed which leaves the target helpless. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If the target was already suffering blood loss, it is killed outright.
8,knocking it to the ground and pulverizing its spine. It is considered helpless and can do nothing until medical attention is recieved. Consider the target to be suffering from blood loss for the sake of sudden death effects, though it is in no danger of bleeding to death. If it survives this combat, it must make a successful Toughness Test or become permanently paralyzed from the waist down. If the target was already suffering from blood loss, it is killed outright.
9,and several internal organs are reptured by the violence of the blow, causing death in a matter of seconds.
10,and is killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
:Right ArmEffect
1,and drops anything held in that hand. A shield, if worn, is not affected, since it's strapped on.
2,which is struck numb. That arm is useless for 1 round.
3,and that hand is incapacitated until medical attention is recieved. Anything held in this hand is dropped. A shield, if worn, is not affected, since it's strapped on.
4,and it's armour is damaged. Armour Points on this location are reduced by 1 until the armour is repaired with a successful Trade(Armourer) Skill Test. If the target doesn't have any armour points on this location, the arm is struck numb and is useless for 1 round.
5,and the arm is incapacitated until medical attention is recieved. Anything held in this hand is dropped. A shield, if worn, is not affected, since it's strapped on.
6,and the arm is demolished by the attack. Anything held in this hand is dropped, except A shield, if worn. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If the target was already suffering blood loss, it is killed outright.
7,and that hand is turned into a bloody ruin. Anything held in this hand is dropped, except A shield, if worn. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If it survives this combat, it must make a successful Toughness Test or lose the hand permanently. If the target was already suffering blood loss, it dies.
8,and the arm is now a dangling mass of bloody meat. Anything held in this hand is dropped, excepting a shield. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If it survives this combat, it must make a successful Toughness Test or lose the arm, from the elbow down, permanently. If the target was already suffering blood loss, it is killed outright.
9,and a major artery is severed. After a fraction of a second, it collapses with blood puring out of the ruins of its shoulder. Death from shock and blood loss is almost instantaneous.
10,and is killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
:Left ArmEffect
1,and drops anything held in that hand. A shield, if worn, is not affected, since it's strapped on.
2,which is struck numb. That arm is useless for 1 round.
3,and that hand is incapacitated until medical attention is recieved. Anything held in this hand is dropped. A shield, if worn, is not affected, since it's strapped on.
4,and it's armour is damaged. Armour Points on this location are reduced by 1 until the armour is repaired with a successful Trade(Armourer) Skill Test. If the target doesn't have any armour points on this location, the arm is struck numb and is useless for 1 round.
5,and the arm is incapacitated until medical attention is recieved. Anything held in this hand is dropped. A shield, if worn, is not affected, since it's strapped on.
6,and the arm is demolished by the attack. Anything held in this hand is dropped, except A shield, if worn. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If the target was already suffering blood loss, it is killed outright.
7,and that hand is turned into a bloody ruin. Anything held in this hand is dropped, except A shield, if worn. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If it survives this combat, it must make a successful Toughness Test or lose the hand permanently. If the target was already suffering blood loss, it is killed outright.
8,and the arm is now a dangling mass of bloody meat. Anything held in this hand is dropped, excepting a shield. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If it survives this combat, it must make a successful Toughness Test or lose the arm, from the elbow down, permanently. If the target was already suffering blood loss, it is killed outright.
9,and a major artery is severed. After a fraction of a second, it collapses with blood puring out of the ruins of its shoulder. Death from shock and blood loss is almost instantaneous.
10,and is killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
:HeadEffect
1,and is disoriented by the blow. It can only take a half action in its next turn.
2,its head spins, and its ears ring. The target cannot take any actions for 1 round.
3,and the blow inflicts a nasty scalp wound. Blood runs into the eyes, causing the target to suffer a -10% Weapon Skill penalty until medical attention is recieved.
4,and its helm is damaged. Armour points on this location are reduced by 1 until the armour is repaired with a successful Trade(Armourer) skill test. If the target has no armour points on its head, its head spins, its ears ring, and the target cannot take any actions for 1 round.
5,and is knocked to the ground, dazed. All tests and attacks suffer a -30% penalty for one round.
6,and is stunned for 1d10 rounds. If the target is suffering from blood loss, it is killed outright.
7,and is knocked out for 1d10 minutes. Consider the target to be suffering from blood loss for the sake of sudden death effects, though it is in no danger of bleeding to death. If the target was already suffering from blood loss, it is killed outright.
8,shattering it's face and knocking it to the ground. The target is helpless. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If it survives this combat, it must make a successful Toughness Test or lose an eye permanently. If the target was already suffering blood loss, it is killed outright.
9,and its skull is pierced by the might blow. Death is instantaneous.
10,and is killed in whatever spectacular and goe-drenched fashion the player or GM cares to describe.
:Right LegEffect
1,and the target stumbles. The target can only take a half action on its next turn.
2,which is struck numb by the attack. For one round, the target's Movement Characteristic is reduced to 1, it cannot dodge, and suffers a -20% penalty on related Agility Tests.
3,which is incapacitated. Until medical attention is recieved, the target's Movement Characteristic is reduced to 1, it cannot dodge, and suffers a -20% penalty on related Agility Tests.
4,and it's armour is damaged. Armour Points on this location are reduced by 1 until the armour is repaired with a successful Trade(Armourer) Skill Test. If the target doesn't have any armour points on this location, the leg is struck numb by the attack and, for one round, the target's Movement Characteristic is reduced to 1, it cannot dodge, and it suffers a -20% penalty on related Agility Tests.
5,and the is knocked to the ground, dazed. All character's tests and attacks suffer a -30% penalty for one round.
6,and the leg is demolished. The target is considered helpless. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If the target was already suffering blood loss, it is killed outright.
7,and the leg is turned into a bloody ruin. The target is considered helpless. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If the target survives this combat, it must make a successful Toughness Test or lose the foot permanently. If the target was already suffering blood loss, it is killed outright.
8,and the leg is turned into a dangling mass of bloody meat. The target is considered helpless. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If the target survives this combat, it must make a successful Toughness Test or lose the leg, from the knee down, permanently. If the target was already suffering blood loss, it is killed outright.
9,and a major artery is severed. After a fraction of a second, it collapses with blood puring out of the ruins of its leg. Death from shock and blood loss is almost instantaneous.
10,and is killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
:Left LegEffect
1,and the target stumbles. The target can only take a half action on its next turn.
2,which is struck numb by the attack. For one round, the target's Movement Characteristic is reduced to 1, it cannot dodge, and suffers a -20% penalty on related Agility Tests.
3,which is incapacitated. Until medical attention is recieved, the target's Movement Characteristic is reduced to 1, it cannot dodge, and suffers a -20% penalty on related Agility Tests.
4,and it's armour is damaged. Armour Points on this location are reduced by 1 until the armour is repaired with a successful Trade(Armourer) Skill Test. If the target doesn't have any armour points on this location, the leg is struck numb by the attack and, for one round, the target's Movement Characteristic is reduced to 1, it cannot dodge, and it suffers a -20% penalty on related Agility Tests.
5,and the target is knocked to the ground and dazed, requiring the stand action to regain its feet. All character's tests and attacks suffer a -30% penalty for one round.
6,and the leg is demolished. The target is considered helpless. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If the target was already suffering blood loss, it is killed outright.
7,and the leg is turned into a bloody ruin. The target is considered helpless. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If the target survives this combat, it must make a successful Toughness Test or lose the foot permanently. If the target was already suffering blood loss, it is killed outright.
8,and the leg is turned into a dangling mass of bloody meat. The target is considered helpless. Blood loss is such that the subject has a 20% chance of dying at the start of its turn each round until medical attention is recieved. If the target survives this combat, it must make a successful Toughness Test or lose the leg, from the knee down, permanently. If the target was already suffering blood loss, it is killed outright.
9,and a major artery is severed. After a fraction of a second, it collapses with blood puring out of the ruins of its leg. Death from shock and blood loss is almost instantaneous.
10,and is killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
:Call10
1,{If~%CritV%>9 ? [CritV10]}
:CritV1
1,5
2,5
3,4
4,4
5,3
6,3
7,2
8,2
9,1
10,1
:CritV2
1,7
2,6
3,6
4,5
5,5
6,4
7,4
8,3
9,3
10,2
:CritV3
1,9
2,8
3,8
4,7
5,7
6,6
7,6
8,5
9,5
10,4
:CritV4
1,10
2,9
3,9
4,8
5,8
6,7
7,7
8,6
9,6
10,5
:CritV5
1,10
2,10
3,9
4,9
5,8
6,8
7,7
8,7
9,6
10,6
:CritV6
1,10
2,10
3,10
4,9
5,9
6,8
7,8
8,7
9,7
10,6
:CritV7
1,10
2,10
3,10
4,10
5,9
6,9
7,8
8,8
9,7
10,7
:CritV8
1,10
2,10
3,10
4,10
5,10
6,9
7,9
8,8
9,8
10,7
:CritV9
1,10
2,10
3,10
4,10
5,10
6,10
7,9
8,9
9,8
10,8
:CritV10
1,10
2,10
3,10
4,10
5,10
6,10
7,10
8,9
9,9
10,8
:Location
1,Head
2,Head
3,Head
4,Right Arm
5,Right Arm
6,Right Arm
7,Right Arm
8,Left Arm
9,Left Arm
10,Left Arm
11,Left Arm
12,Body
13,Body
14,Body
15,Body
16,Body
17,Right Leg
18,Right Leg
19,Left Leg
20,Left Leg
:Call1
1,{If~%CritV%=1 ? [CritV1]/[Call2]}
:Call2
1,{If~%CritV%=2 ? [CritV2]/[Call3]}
:Call3
1,{If~%CritV%=3 ? [CritV3]/[Call4]}
:Call4
1,{If~%CritV%=4 ? [CritV4]/[Call5]}
:Call5
1,{If~%CritV%=5 ? [CritV5]/[Call6]}
:Call6
1,{If~%CritV%=6 ? [CritV6]/[Call7]}
:Call7
1,{If~%CritV%=7 ? [CritV7]/[Call8]}
:Call8
1,{If~%CritV%=8 ? [CritV8]/[Call9]}
:Call9
1,{If~%CritV%=9 ? [CritV9]/[Call10]}
Though shalt not suffer a witch to live.