Arm, 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.

18:  roll twice again.