CRITICAL HITS
When you attacked, you rolled a natural 20, striking your target perfectly and gaining the advantage. Roll a d10 on the following table to see what happens.
1 | You land a perfect strike, dealing double damage. |
2 | You deal double damage and knock your foe down. |
3 | You deal double damage and wind your foe, reducing their ep by a value equal to your might. |
4 | You deal double damage and injure your target’s arms, reducing their might by 2 until rest. |
5 | You deal double damage and injure your target’s legs, reducing their agility by 2 until rest. |
6 | You deal double damage and push your target up to one metre back. They provoke a follow-up attack from someone within range. |
7 | You deal double damage disarm your foe. They are knocked down and a held weapon is launched up to 3 metres in any direction. |
8 | You deal double damage and select an item from your opponent’s equipment or gear to damage. It is broken and is unusable until repaired. |
9 | You deal triple damage and break an appendage. This takes 8 weeks to heal (reduced to 6 with treatment) |
10 | You land a devastating blow. Your opponent is instantly reduced to 0 resilience and is knocked unconscious. |