and hits you. Roll for location.
1-5: No major fumble.
6-7: The ammunition you fired,
or weapon you threw, hits some-
thing hard, breaking.
8-9: Your bowstring comes
DEX
partial y undone, your crossbow
(Ranged) jams, or you drop your thrown
weapon. It takes 1 round to undo
this.
>9: You strike one of your allies
with a ricochet. Roll location on
a random al y within range.
1-5: No major fumble.
6: The attack glances off of you
and you are staggered.
7: You trip on something and fall
prone.
8: You trip and fall prone, drop-
ping your weapon 1d6 meters
DEX
away.
(Defense) 9: You trip and hit your head.
You are knocked prone, take 1d6
points of non-lethal damage, and
must make a Stun save.
>9: You fail horribly and not
only fall prone but also take 1d6
lethal damage and must make a
Stun save.
158
Critical Wounds
Critical Wounds Table
Whenever you roll over your opponent’s
Stabilizing VS
defense by 7 or more, you score a criti-
Beat Defense Critical
Bonus
cal wound. Every time you score a criti-
By...
Level
DMG
Treating
cal wound, roll on the appropriate Critical
7
Simple
3
Stabilizing a critical wound is
Wound table to see what extra harm you
akin to cauterizing a wound,
10
Complex
5
inflict on your opponent. Each level of criti-
tying a tourniquet, or oth-
13
Difficult
8
cal wound inflicts bonus damage and forces
erwise keeping the wound
the opponent to make a Stun save. Critical
15
Deadly
10
from gushing blood or kil -
wounds can leave permanent impairments.
ing you some other way. It
requires a First Aid roll equal
to the Healing Hands DC of
Simple Critical Table
the wound. Once stabilized
the wounded party is at a
Roll
Effect
Stabilized
Treated
negative but no longer being
killed by the wound. Only
Cracked Jaw
The blow cracked your jaw, making it hard to speak You are at a -1 to You are at a -1 to
once a doctor has healed
12
clearly. You are at a -2 to Magical Skil s & Verbal Magical Skil s & Magical Skills.
the wound with multiple
Combat (Charisma, Persuasion, Seduction, Lead-
Verbal Combat.
Healing Hands rol s does the
ership, Deceit, Social Etiquette, and Intimidation).
wound begin to heal. More
Disfiguring Scar
information can be found
The blow mangled your face in some way.
You take a -1 to
on pg.174.
11
You are grotesque and difficult to look at. You take
empathic Verbal
You take a -1 to
a -3 to empathic Verbal Combat (Charisma, Per-
Combat.
Seduction.
suasion, Seduction, Deceit, Social Etiquette, and
Leadership).
Cracked Ribs
9-10
The blow cracked your ribs, making it painful to You are at a -1 to You take a -10 to
breathe and exert strength. You take a -2 to BODY.
BODY.
Encumbrance.
This does not effect Health Points.
Foreign Object
Your Recovery & You take a -2 to
6-8
The blow lodged a piece of clothing or armor in Critical Healing are Recovery and a -1
your wound, causing an infection. Your Recovery
halved.
to your Critical
and Critical Healing are quartered.
Healing.
Sprained Arm
You are at a -1 to ac-
You take a -1 to
4-5
The blow sprained your arm, making it difficult to tions with that arm.
Physique.
maneuver. You take a -2 to actions that use the arm.
Sprained Leg
You take a -1 to
2-3
The blow sprained your leg, making it difficult to SPD, Dodge/Es- You take a -1 to
walk and maneuver. You take a -2 to SPD, Dodge/ cape, and Athletics.
SPD.
Escape, and Athletics.
159
Complex Critical Table
Roll
Effect
Stabilized
Treated
Monsters Without
Minor Head Wound
Anatomy
12
The blow rattled your brain and caused some inter- You are at a -1 to You are at a -1 to
Elementa and specters are
nal bleeding. It’s hard to think straight. You take a -1
INT and WILL.
WILL.
kept alive by magic and do
to INT, WILL, and STUN.
not have physical forms like
Lost Teeth
You take a -2 to You take a -1 to
other living creatures.
11
The blow knocked out some teeth. Roll 1d10 to see magical skil s and magical skil s and
This means that
how many teeth are lost. You take a -3 to magical
Verbal Combat.
Verbal Combat.
skil s and Verbal Combat.
they do not suffer certain
critical wounds that rely on
Ruptured Spleen
You must make a
damaging organs. If you
9-10
A tear in your spleen begins bleeding profuse- Stun save every 10 You take a -2 to
ly, making you woozy. Make a Stun save every 5
Rounds.
Stun.
score one of the following
rounds. This wound induces bleeding.
critical wounds against an el-
Broken Ribs
ementa or specter, the strike
6-8
The blow breaks your ribs, causing immense pain You are at a -1 to You are at a -1 to
instead does bonus damage
when you bend and strain. Take a -2 to BODY and
BODY and REF.
BODY.
as stated in the Bonus Dam-
a -1 to REF and DEX.
age table.
Fractured Arm
You take a -2 to ac- You take a -1 to ac-
4-5
The blow fractures your arm. You take a -3 to ac- tions with that arm. tions with that arm.
Foreign Object
tions with that arm.
Ruptured Spleen
Fractured Leg
Torn Stomach
You take a -2 to -1 to SPD, Dodge/
2-3
The blow fractures your leg. You take a -3 to SPD, SPD, Dodge/Es- Escape, and Ath-
Sucking Chest Wound
Dodge/Escape, and Athletics.
cape, and Athletics.
letics.
Septic Shock
Specters are also immune to
> Difficult Critical Table
any strike to the legs (since
they have no legs), so you
must roll again on location.
Roll
Effect
Stabilized
Treated
Skull Fracture
Take a -1 to INT
Bonus Damage
The blow fractures a part of your skul , weakening and DEX and quad- You take quadruple
12
your head and causing bleeding. You take a -1 to ruple damage from damage from head
INT and DEX, and take quadruple damage from
head wounds.
wounds.
Level Bonus
head wounds.
Simple
+5
Concussion
Complex
+10
11
The blow caused a minor concussion. Make a Stun You take a -1 to INT, You take a-1 to INT
save every 1d6 rounds and take a -2 to INT, REF,
REF, and DEX.
and DEX
Difficult
+15
and DEX.
Deadly
+20
Torn Stomach
9-10
The blow rips your stomach, pouring its contents You take a -2 to all You take a -1 to all into your gut. You take a -2 to all actions and take 4
actions.
actions.
points of acid damage per round.
Sucking Chest Wound
6-8
The wound tears your lung, which fil s your chest You take a -2 to You take a -1 to
with air, crushing organs. You take a -3 to BODY BODY and SPD.
BODY and SPD.
and SPD. You also start suffocating.
160
Compound Arm Fracture
That arm must
Prosthetics
4-5
The blow crushes your arm. Bone sticks out of the That arm is useless. remain in a sling,
skin. The arm is rendered useless and you start
but it can hold
You can buy prosthetics to
bleeding.
things.
replace arms or legs that you
Compound Leg Fracture
Halves SPD, Dodge/ -2 to SPD, Dodge/
lose in combat. They allow
2-3
The blow snaps your leg, rendering it useless. Quar- Escape, and Athlet-
Escape, and
you to use that limb again
ter SPD, Dodge/Escape, and Athletics. This induces
ics.
Athletics.
and alleviate the penalties
bleeding.
somewhat.
Basic arm pros-
thetics allow you to use your
Deadly Critical Table
arm for basic tasks that don’t
require fine manipulation
Roll
Effect
Stabilized
Treated
(opening doors or grabbing
Separated Spine/Decapitated
This wound cannot This wound cannot
people) but you cannot
12
The blow either snaps your neck or separates your
be stabilized.
be treated.
wield a weapon with them.
head from your shoulders. You die immediately.
Basic leg prosthetics allow
Damaged Eye
You take a -3 to Permanent -1 to
you to move at 3/4th your
11
The blow cuts into or indents your eyebal . You take sight-based Aware- sight-based Aware-
normal SPD but you stil
a -5 to sight-based Awareness and -4 to DEX. This ness and -2 to DEX
ness and DEX.
take a -5 to Dodge/Escape
wound begins bleeding.
and Athletics.
Heart Damage
Quality arm pros-
The blow damages your heart. Make an immediate You halve your You take +2 dam-
thetics allow you to use
9-10
Death save. If you survive, the wound is bleeding Stamina, SPD, and age from bleeding and you must quarter your Stamina, SPD, and
BODY.
permanently.
your arm for basic tasks that
BODY.
don’t require fine manipula-
tion and allow you to wield
Septic Shock
Your Stamina is You take a -5 to
6-8
The blow damages your intestines, letting waste en- halved and you take Stamina perma-
weapons at a -5. Quality
ter your blood stream. Quarter your Stamina, take a a -1 to INT, WILL,
nently.
leg prosthetics allow you to
-3 to INT, WILL, REF, and DEX. You are poisoned.
REF, and DEX.
move at your normal SPD
and give only a -3 to Dodge/
Dismembered Arm
The arm can be re-
4-5
The blow rends your arm from your body or dam- That arm is useless. placed with a pros-
Escape and Athletics.
ages it beyond repair. The arm cannot be used and
thetic.
If they are struck in
you start bleeding.
combat, the wearer takes no
Dismembered Leg
You quarter your The leg can be re-
damage but the prosthetic
2-3
The blow tears your leg from your body or damages SPD, Dodge/Es- placed with a pros-
comes of .
it beyond repair. Quarter your SPD, Dodge/Escape, cape, and Athletics.
thetic.
and Athletics. This wound begins bleeding.
161
Effects
Bombs, traps, spel s, and even conventional weapons can all inflict extra unpleasant effects.
Prosthetics Note
Each effect goes on until you take the steps specified to end it.
In our world, simple pros-
Effect Table
thetic limbs have been
around since the time of
the Egyptians. If you’re in-
Name
Effect
terested in the story of the
ultimate prosthetic bad-ass,
You are now engulfed in flames. Every turn you take 5 points of damage to every
check out Gotz Von Ber-
Fire
body location. Armor soaks the damage, but fire does 1 point of damage to armor
and weapons every turn. To put out the fire you must take a turn to either pour
lichingen whose prosthetic
water on yourself or stop, drop, and rol .
hand made him a legend.
You are stunned, your head reeling and vision swimming. You can’t take any ac-
Stun
tions while stunned and anyone attacking you only has to beat DC:10 to hit you.
To end this effect you must make a Stun save. This roll takes your whole turn. If
you are struck while stunned you snap out of it immediately.
Poison or venom courses through your body, doing 3 points of damage every turn
Stun: The Last
Poison
which armor does not negate. To shake off the poison you must make a DC:15
Thing You Want
Endurance check.
Your wound opens a vein, causing horrible bleeding. You take 2 points of damage
Being poisoned, being on
Bleed
each turn until the bleeding is stopped. You can end the bleeding by either casting
fire, being frozen. All of these
a Healing spell on it or making a successful First Aid check at a DC:15.
are things you deal with
You’re not literal y frozen in a
block of ice, but your whole body is stiff and an icy
during a fight. They hinder
Freeze
glaze has formed on your clothes. Until you break the ice you have a -3 to your
you but not so much that
SPD and a -1 to Reflex. You can break free with a DC:16 Physique check.
you can’t continue fighting.
Stagger
You are thrown off balance and take a -2 to your next action. At the begining of
your next round you recover your balance.
Being stunned on the other
hand is incredibly danger-
You’re stumbling drunk. Your REF, DEX, and INT are at a -2 and you are at a -3
Intoxication
for Verbal Combat. There’s a 25% chance your won’t clearly remember everything
ous. While stunned you are
you did while you were intoxicated.
a sit ing duck. Any opponent
You are seeing visions and images that aren’t real y there. The GM has free rein
who wants to at ack you is
Hallucination
to make any false sensory experience they want appear to you. It takes a DC:15
likely going to and will often
Deduction check to recognize each false image.
score critical wounds since
Nausea
Your stomach is churning and you have to concentrate not to vomit. Every 3 rounds
you aren’t in any shape to
you must roll under your BODY or spend the round vomiting or dry-heaving.
dodge. Luckily, being struck
Your access to air has been cut off and you are choking to death. Every round you
once (even if it doesn’t pen-
Suffocation
take 3 damage which armor does not negate. Depending on your situation there
are different ways to end this suffocation. Restoring your air supply (surfacing
etrate your armor) will snap
from water, escaping a chokehold, etc.) ends this effect.
you out of your stunned
Blinded
Your eyes have been blocked or damaged. Until you take a turn to clear your eyes
state.
you are at a -3 to all Attack and Defense and a -5 to sight-based Awareness.
Susceptibility
Resistances
Some monsters are especial y susceptible to Some monsters are resistant or even im-
certain effects (fire, poison, etc.). Attacks the mune to specific effects. This could be be-target is susceptable to do double damage. cause a magical force protects them, or due
Non-damage spel s of that effect type im- to attunement with that particular force. If a
pose a -2 to resistance rol s and double their subject is immune to a force then that force duration. The exception to this case is silver. does not affect it in any way. If a subject is All monsters are considered suceptable to resistant to a force, it takes half damage from
silver (see Monster Resistances and Silver).
that force and get a +2 on all rol s to resist it.
The Witcher Pen & Paper RPG Page 36