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.