| d10 | Affect |
|---|---|
| 1-5 | normal effects |
| 6-8 | all effects doubled |
| 9 | Constitution check or unconcious for 1-3 turns, normal damage |
| 10 | Incapacitating strike, see below |
Note: All damage adjustments are made prior to doubling effects
Incapacitating Strike: Take 75% of current HP in Damage, Roll on Dam Location chart below:
| d12 | Location | Affect |
|---|---|---|
| 1 | Lt Arm | arm useless |
| 2 | rt Arm | arm useless |
| 3 | lt leg | MV 3" |
| 4 | rt leg | MV 3" |
| 5 | lt Eye | -2 to hit |
| 6 | rt eye | -2 to hit |
| 7 | nose | *-1 init |
| 8 | Groin | *-2 init |
| 9 | lt hand | hand useless |
| 10 | rt hand | hand useless |
| 11 | Stomach | *Con1/2 |
| 12 | chest | *Con1/3 |
1%xDamage for effect to be permanent unless regenerated or more powerful magic is used.
All affects remain until subject healed to full HP, healing prof can give 1 hp max in this case.
*Con check or acquire disease
Other effects: Chr or other stat loss are possible at DM option.
Occur only on natural 1, rolls on charts below
| d12 | Affect |
|---|---|
| 1-2 | drop weapon |
| 3 | cut self, 1-3 hp dam |
| 4-6 | slip, +3 init next rd |
| 7-8 | slip and fall prone |
| 9 | weapon breaks* |
| 10-12 | nothing |
*Magic weapons only receive save versus crushing blow
| d12 | Affect |
|---|---|
| 1-2 | off balance,-2 to hit next rd |
| 3 | pull muscle,1-2 hp dam |
| 4-6 | slip, +3 init next rd |
| 7-8 | slip and fall prone |
| 9 | open def,+2 AC penalty |
| 10-12 | nothing |
Loss of hit points represents bruises, minor cuts, abrasions, minor burns, muscle pulls, and general fatigue. An excellent example is how athletes feel after any contact sport. The blow that takes you below 0 hit points is considered as an incapacitating strike in all respects (including possibilty of permanent maiming, see incapacitating strike above).
Any first aid will cause hit point loss to slow to 1 per turn. Healing proficiency use brings subject to 0 hp, and unconsciousness Magic healing instantly returns to 1 hp, unconscious, no further loss.
| Activity | healing result (healing prof) |
|---|---|
| bedrest | 2x Lvl hp/day (3x lvl hp/day) |
| traveling | Lvl in hp/day (2x Lvl hp/day) |
| strenuous | 0hp/day(1hp/day) |
Example: Tanis (9th level theif) is wounded (takes 30 hp of damage). He will heal 18 hp/day if he takes bedrest, or 9 hp/day if traveling. If John, 1st level Black Guard fighter, is wounded (takes 5 hp of damage) he would heal 2 hp/day if bedrest, or 1 per day if traveling. These rates would differ if they were under the care of someone with the healing proficiency.
Consult the following table. Except for feint, multiple attacks are not allowed in the same round called shots are attempted.
| Attack | Penalty to hit | Effect |
|---|---|---|
| Shot | -4 | Affects designated body part per the damage location chart above, but does only normal damage. |
| Critical Hit | -8 | Automatic critical hit per above |
| Disarm | -4 | Str check or weapon flies 2d6 feet |
| Pin | -4 | Enemy's weapon pinned for 1 rd |
| Grab | -4 | Grab enemy weapon, failure means automatic hit |
| Shield-rush | -0 | 1d3+Str damage,opponent downed if no STR check |
| Feint | n/a | Opponent makes Int check, if fails second attack within the same round gets +4 to hit |
The defender may not attack that round, but gains a -2 AC bonus and may move upto half his/her movement
The defender gives up one attack to block one attack. To succeed, the defender must roll to hit versus AC 10 minus (Attackers Thaco - defenders Thaco). For example, if a 1st level warrior (Thaco 20) were attacking a 1st level Priest (Thaco 20) the priest would need to hit AC 10 to parry the attack. But if the warrior were 3rd level (Thaco 18) the priest would have to hit AC 8). A defender may make as many specific parries in a round as he has attacks.
If a defender has the Riposte proficiency and if they are using a weapon from the fencing weapons group s/he may attempt to riposte after a successful parry, provided s/he makes a successful dexterity check. Note this is not automatic, the defender must specify in their actions that they wish to riposte if possible. This riposte is handled as a standard attack. The Riposte proficiency is in the Warrior and Rogue groups, and costs one slot.