                               CRITICAL HIT CHARTS

                                       by

                              Hans-Christian Prytz
                                  <hap@ffi.no>
                          <Hans-Christian.Prytz@ffi.no>


CRITICAL CHARTS

SLASHING  (Scimitar, Bastard Sword, Broad Sword, Long Sword, Great Sword, Axes)

01-09  Hit vulnerable area, damage X2.
10-12  Strike vital area, damage X3.
13-20  Destroy 1d4 items, 1/2 damage.
21-22  Slit throat; 20+1d10 damage plus 1d8 for next 5 rounds until binding.
23-55  Limb damaged:see limb damage chart.
56-60  Hit face; scar, -1 charisma.
61-63  Scalped, damage X2, -3 charisma, no hair will grow.
64-65  Removed nose, -10 to charisma.
   66  Removed left ear, -20% chance of hearing, -2 charisma.
   67  Removed right ear, -20% chance of hearing, -2 charisma.
68-70  Blind in one eye, 1/2 damage, -2 to hit, -4 with missiles, lose Dex bonus
       on AC.
71-72  Blind in both eyes, 1/2 damage, -6 to hit, -10 with missiles, lose Dex
       monus on AC.
73-77  Gut wound, 1/2 damage, takes 2 rounds to bind, see STOMACH WOUNDS.
78-79  Sever spinal cord, save vs. paralization or legs paralyzed. +10 damage.
80-88  Organ hit, see ORGAN chart.
89-95  Removed weapon.  No damage unless monster (claws or teeth removed).
96-98  Limb, major tendon severed, roll on LIMB chart.
   99  Limb, major nerve severed, no sense of touch, roll on LIMB chart.
   00  DEATH.


THRUSTING (Short Sword, Dagger)

01-09  Hit vulnerable area, damage X2.
10-12  Strike vital area, damage X3.
13-15  Puncture throat, damage +10, 1d8 for 4 rounds or until bound.
16-30  Limb struck:  use LIMB chart, roll 1d4 for EXTENT.
31-36  Blind in 1 eye, +50% damage, see SLASHING for results.
   37  Blind in both eyes, +75% damage, see SLASHING for results.
38-44  Organ hit, see ORGAN chart.
45-47  Blade stuck in bone, max weapon damage every round until removed.
48-51  Limb:  tendon severed, 1 limb useless- see LIMB chart.
52-62  Lodged in vital area, take damage again when removed.
63-69  Destroyed 1 item, damage  -d4.
70-78  Solar plexus hit, damage X2.5.
79-90  Gut wound, effects as stomach wound use ORGAN chart.
91-99  Exceptional blow- blade passes through body, damage X3.
   00  Strike perfect blow- instant death.



CRUSHING (Bo-stick, Club, Hammer, Mace, Morning Star, Jo-stick, Quarterstaff,
          Flail)

01-03  Crush neck- damage =20+ 1d10, save vs. paralysis or paralized from neck
       down until cured for 2x damage taken.
   04  Crush throat, damage +50% and can't breath; unconscious in Con/6 rnds,
       suffocate to death 10 rnds later.
05-21  Limb cracked, roll on LIMB chart to see which one.  Useless for 2 months,
       -2 days per Con.
22-27  Crack skull, damage =10 + 1d10, save vs death or lose 1-2 points of Wis
       and Int.
28-29  Spine cracked, see SLASHING for effects.
30-36  Rib cracked, damage +20%, -1 to hit.
37-42  If wearing plate, crunched inside +10 damage and 50% chance of not being
       able to breathe until removed; if not removed, treat as crushed throat,
       -1 AC worse for armor.
43-46  If wearing chain, horrible imprint left, +25% damage and 25% chance of
       scar.
47-50  Organ ruptured; see ORGAN chart.
51-57  Stunned for 1d10 segments, cant fight or defend for 1d6 rnds.
58-63  Hit face, -1 charisma, damage +25%.
64-65  Helm destroyed (only magic helms get saving throw) save vs Con or knocked
       out 1d4 rnds.
66-73  Shield destroyed (only magic shields get saving throw).
74-77  Destroy 1d4 items, damage -25%.
78-83  Hit tip of sternum, damage x2, -2 to hit.
84-85  Crush pelvis, damage +50% and 1 HP/rnd until magically cured for 10 HP.
86-90  Crack jawbone, +10% damage and can't talk or eat for 1d12 days.
91-94  Glancing blow to face, 1/2 damage, 1d8 teeth knocked out, -2 Charisma.
95-99  Shoulder crushed and arm useless.
   00  Head crushed in--dead.


SHARP PROJECTILE  (Arrow, Dart, Thrown Dagger, Crossbow Bolt)

01-09  Hit vulnerable area, damage X2.
10-12  Strike vital area, damage X3.
13-23  Blind in one eye, X3 damage,-2 to hit, -4 with missiles, lose Dex bonus
       on AC.
24-30  Stick in bone, take damage again to remove.
31-36  Pierce hand, useless for one week or until 2X damage cured.
37-40  Pierced neck, 1d10 damag, + 1d4 damage for next three rounds from
       bleeding.
41-45  Limb hit at joint (use LIMB chart), limb useless until projectile
       removed, then -1 to hit with that limb until healed.
46-50  Remove finger, see LIMB chart.
51-59  Pass entirely through body, X2 damage.
50-68  Pin arm to chest, chance to remove-chance to open doors +10%.
69-77  Hit weapon hand, see LIMB chart for ARM damage.
78-84  Organ hit, see ORGAN chart.
85-93  Projectile sinks all the way in, unpleasant damage X2.
94-98  Projectile lodged in bone, max weapon damage until removed.
   99  Limb, stuck in major tendon, making that limb useless, us LIMB table for
       location.
   00  Perfect shot--DEATH.


POLE ARM (Bardiche, bec de corbin, bill-guisarme, fauchard, fauchard-fork,
          glaive, par ransuer, spetum, voulge)

01-09  Hit vulnerable area, damage X2.
10-12  Strike vital area, damage X4.
13-18  Mutilate chest, damage X2.
19-24  Horrible gash, damage X2, infection in 1d6 days.
25-40  Limb struck, see LIMB chart.
41-43  Grazed face, damage +1/2, -1 on charisma until X3 damage cured.
44-47  Destroyed armor if chainmail or weaker.
48-51  Blind in one eye, damage X2, see SLASHING.
52-54  Blind in both eyes, damage X2, see SLASHING.
55-62  Rip shield from grasp, 1/2 damage (if no shield, MAX damage).
63-71  Organ hit, see ORGAN chart.
72-78  Stuck in ribs, take damage every round until removed.
79-80  Blade goes entirely through, take X3 MAX damage.
81-88  Polearm disarms opponent, no damage unless opponent has teeth or claws.
89-94  Destroy 1d4 items, 1/2 damage.
95-99  Hack out chunk of flesh, X3 MAX damage, -4 to charisma, will leave bad
       scar.
   00  Blade cleaves skull, save vs. death at -5.  If saved then instant death,
       if failed, character looses 1d4 on constitution permanently and dies very
       horribly.



SPEAR-LIKE (Spear, Javilin, Trident, Lance, Fork, Pick, Pike)

01-09  Hit vulnerable area, damage X2.
10-12  Strike vital area, damage MAX X2.
13-20  Impaled, MAX damage and takes 1d6 rounds to remove.
21-29  Victim pinned to ground for 1d4 rounds.
30-36  Neck punctured, see THRUSTING.
37-41  Arm pinned to body, MAX damage.
42-46  Hit shoulder, arm useless, -4 to hit due to pain.
47-48  Impaled and lifted off ground, X3 damage.
49-55  Sticks in shield, makes both shield and spear useless, 10% chance of
       hitting arm 1/2 damage if this occurs.
56-60  Hit ribs and break several X2 damage -2 to hit.
61-70  Blind in one eye, X2 damage, see SLASHING.
71-79  Roll on THRUSTING table.
80-83  Destroyed 1-2 items, 1/2 damage.
84-87  Hit face, X2 damage, 25% chance of scar, -1 charisma until cured for 2x
       damage.
88-94  Hit in gut, see SLASHING.
95-99  Goes clear through body, MAX X2 damage.
   00  Pierces heart, save vs. death at -5 or dead, if saved HP reduced to 0.


SPIKED (Some maces, Morning-stars, Flails, Clubs)

01-50  Roll on crushing table, with +1d4 damage.
51-57  destroyed chainmail or weaker armor.
58-67  Removed finger, see LIMB chart for effects.
68-73  Stuck in bone, take damage every round until removed (removal takes
       damage).
74-77  Punctured one eye, damage X2, see SLASHING.
78-83  Punctured both eyes, damage MAX X2, see SLASHING.
84-88  Many spikes hit, MAX X2 damage.
89-94  Deep puncture wound, damage X2, will infect in 1d6 days.
95-99  Organ hit, see ORGAN chart.
   00  Crushed skull, dead.



THROWN STONES (Sling stones, Sling bullets)

01-30  Stunned for 1d10 segments, can't fight or move for 1d4 rounds.
31-50  Blind in one eye, X2 damage, see SLASHING.
51-70  Limb cracked, X2 damage (25% chance of being useless), see LIMB chart.
71-80  Limb broken, MAX X2 damage, (75% chance of being useless), see LIMB
       chart.
81-99  Vital area, MAX X2 damage.
   00  Shattered skull, save vs death at -10 or dead.  If saved, Int -1d4 and
       Wis -1d4, HP=0.


BITES AND CLAWS (Monsters, unarmed humanoids)

01-09  Hit vulnerable area, MAX damage.
10-12  Hit vital area, MAX X2 damage.
13-31  Limb hit, see LIMB chart.
32-35  Break ribs, damage X2, -4 to hit due to pain.
36-38  Organ gouged, see ORGAN chart.
39-51  Knocked down (if possible), MAX damage, monster gets +2 to hit on next
       attack save vs. paralysis or lose next attack.
52-54  Blind in one eye, damage X2, see SLASHING.
55-57  Blind in both eyes, damage X2 see SLASHING.
58-65  Severed mahor tendon, see SLASHING.
66-75  Roll on SPIKED table.
76-79  Unpleasant things done to face, X2 damage, -2 charisma, 5% each major
       feature being made useless.  Cure for 5x damage to heal.
80-99  Deap gouge, MAX X2 damage, weird scar and will be infected if possible.
   00  Removed throat, save vs death at -10 or dead.  If saved, reduced to 0 HP
       and charisma -6 due to huge scar on neck.



LIMB DAMAGE

AREA (WITH SHIELD 1D6, W/O SHIELD 1D4)
     Reverse all L & R for left-handers

Die Roll
  1  Right Leg
2,5  Left Leg
3,6  Right Arm
  4  Left Arm


LOCATION (d10) X5 damage

   1  Fingers (toes)
 2-3  Wrist (ankle)
 4-5  Mid-forearm (mid-calf)
 6-8  Elbo (knee)
9-10  Shoulder (hip)

EXTENT (D6)

  1  Temporarily damaged
  2  Badly hacked
3-4  Crippled sevemy
5-6  Completely severed

ARM

Temporarily damaged   -4 to hit, -4 to damage.
Badly hacked          -6 to hit, -6 to damage.
Crippled severely     -8 to hit, -8  to damage.
Fingers               Remove 1-2 fingers, lose 1 hp each, 25% chance thumb. If
                      thumb or 3+ fingers lost, save vs paralysis each blow or
                      drop weapon.
Completely severe     -10 to hit, -10 damage.

LEG

Toes                  -10% movement
Temporarily damaged   -10% movement
Badly hacked          -25% movement
Crippled severely     -50% movement
Completely severed    -90% movement



ORGAN DAMAGE

Location (d6)

1    Lung      Damage X2, save vs. poison or lung collapses: unconscious for
               10-20rnds then half move until healed.
2    Heart     (nicked):  Damage MAX X2.
3    Kidney    Damage +2, blood poisoning, death in 4d12+Con hours; neutralize
               poison will add 10 hours.
4    Liver     Damage +3, bleed for 1d4 hp for 5 rounds.
5    Spleen    Damage +3, bleed for 1d6 hp for 5 rounds.
6    Stomach   Damage X2, take full damage again daily from digestive fluids.
               Will become terminally infected in one day.  This will weaken
               the victim at 1 Strength and 1 Constitution point / day. The
               victim dies when Strength, Constitution, or HP goes below zero.
               A cure disease is required to stop infection; thereafter, the
               character will regain Strength and Constitution at the rate of 1
               point per day.


Critical wounds by failed saving throw against magical attacks, cold, acid
electricity, or poison, there is a chance that a critical wound will result:
     (saving throw needed - saving throw rolled ) * 2%
Roll this percentage to see if a critical occurs.


FIRE

01-09  Hit exposed area, MAX X2 damage.
10-40  All oil, alchohol, or other flammables explode for 1/2 damage each.
41-45  If holding metal item, it melts onto hand permanently (only if fire is
       strong enough).
46-50  Destroy 1d4 items, take full damage.
51-54  One eye is burned, X2 damage, see SLASHING.
55-60  Both eyes are burned, X2 damage, see SLASHING.
61-66  Blinded for 1d6 rounds.
67-74  Smoke inhalation, out of action for 1d4 rounds.
75-80  Flame gets under clothes or armor, X2 damage.
81-99  Burned face and skin, causing scars and -3 charisma, must cure for 5x
       damage to regain charisma.
   00  Inhaled flame, save vs death at -10 or lungs burned out and death.  If
       saved, MAX damage X2.


COLD

01-40  Limb frozen, cure within 10 rnds or lose it (roll on LIMB table).
41-50  1d6 non-magical glass and metal items turn brittle; save at -5 if struck.
51-60  Severely frozen, Strength and Dexterity -2 for 2d6 rounds.
61-70  Go into shock from cold (same effects as being unconcious) Roll less than
       Con on d20 every round to come out the next round unharmed.
71-75  Body completely numbed- all surface nerves paralyzed for 1d4 hours: will
       not know damage taken per each blow, must roll under Dex on d20 for each
       attack or will drow weapon.
76-88  Severe frostbite- lose toes, nose, etc. (see Druid's Chill Metal Spell).
89-99  Flesh frozen and gangrene will set in, X2 damage.
   00  Blood crystalized, save vs death at -10 or die.  If saved HP reduced to
       0.


ELECTRICITY

01-20  Hits unprotected area, X2 damage.
21-40  Goes into convulsions for 1d4 rnds, X2 damage.
41-46  All potions carried make saving throw or are changed:  1-50 useless,
       51-90 changed, 91-00 poison.
47-52  If wearing metal armor, welded inside; MAX damage.
53-65  Severe burns at entry and exit points, X2 damage.
66-70  One limb burned off (roll on LIMB table) MAX X2 damage.
71-80  Nervous system damaged:  lose 1d4 of dexterity (regained if healed
       magically for 5X damage).
81-85  Nervous system damaged:  lose 1d4 of wisdom (regained if healed magically
       for 5x damage).
86-90  Nervous system damaged:  lose 1d4 of intelligence (regained if healed
       magically for 5x damage).
91-93  Temporary amnesia lasts (9+d20) days.  Save vs. paralyzation or also lose
       all 1 level (including experience and spells memorized).
   94  Permenant amnesia, save vs. paralyzation or lose all experience (back to
       1st level).
95-98  Temporary insanity 1d8 days.
   99  Permenant insanity.
   00  Strikes heart, death.


POISON

01-40  Temporary insanity, lasts for 3d6 days.
41-49  Permanent insanity.
50-59  Lingering results--poison won't leave system for 1d4+2 days and there
       will be "flashbacks" which do 10-80% of poison damage.
60-79  Unusually high dosage, effects (damage) +MAX.
80-97  One score lowered 1-2 must neutralize poison and heal 5x damage to
       regain.
98-99  Save vs. poison or enters major artery, damage MAX X3.
   00  Poison has unique effect on this individual; save vs. death at -5 ( or at
       +5 for non-damaging poisons) or fatal.


ACID, DISSOLVING

01-40  Limb struck, use LIMB chart or DM's choice.
41-60  Hits exposed area, X2 damage.
61-70  All items close to area hit save at -3 or destroyed.
71-77  Acid gets into potion flask, water skin, etc.
78-82  One eye blinded, damage X2, see SLASHING.
83-90  Both eyes blinded, damage X2, see SLASHING.
   91  Hair burned off, -3 damage.
92-00  Severe facial damage, -3 charisma, heal damage X6 to regain.
