Story Lens

A Registry of What Weapons Do to Bodies

Roll the dice. Then tell the truth about what just happened.

The fight was going the party's way until it wasn't. Kel rolled a 97 on the attack. The GM reached for the slashing table, found the torso row, and read the result aloud. The room went quiet. Not because the number was big — because the description was exact.

The Red Ledger is not a cruelty engine. It is a commitment to specificity. When a weapon connects at critical force, something specific happens to a specific body. These tables exist so that moment has weight, language, and mechanical consequence that the table can carry forward.

  • A critical hit triggers on an unmodified roll of 96–100. Roll d100 for location, then consult the weapon table for that zone.
  • A fumble triggers on 01–05. The consequence applies to the attacker — the weapon, the position, or the moment went wrong.
  • Skill criticals and fumbles follow the same threshold but use the skill domain tables, not weapon tables.

The Red Ledger

A registry of what weapons do to bodies. Introduction and how to use this reference.

Compiled from surgical records, battlefield reports, and the private notes of those paid to observe wounds that others could not bring themselves to describe. What follows is not a celebration. It is a record. The difference matters.

A critical hit is triggered when the unmodified attack roll falls between 96 and 100. A fumble is triggered when the unmodified attack roll falls between 01 and 05. Once a critical is confirmed, resolve it in two rolls: first d100 for hit location, then consult the appropriate weapon table for the effect at that location. Work through both rolls before applying anything.

When a table entry lists consequences, apply them in the order written. The flavor text at the end of each entry belongs in the room — said aloud as the GM describes what just happened. The mechanics and the flavor are two sides of the same wound. Neither is optional.

Roll Sequence

The complete step-by-step dice chain for resolving a critical hit or fumble.

Critical Hit Roll Sequence

  1. Confirm the trigger. A critical hit occurs when the unmodified attack roll is 96–100. A fumble occurs when the unmodified attack roll is 01–05.
  2. Roll d100 for hit location. Cross-reference the result on the Hit Location table to determine which zone was struck.
  3. Identify the weapon type. Choose the correct weapon table: Slashing, Piercing, Blunt, Ranged Piercing, Ranged Blunt, Ranged Slashing, or Unarmed.
  4. Find the location section within that table and read the result for the rolled effect.
  5. Apply all consequences in the order listed. If two effects are simultaneous, the attacker chooses resolution order.

Both dice before any effect

Roll location and then the effect table before applying anything. A result that would Down a target should still be read in full — additional consequences may apply even if the target falls.

Fumble Roll Sequence

  1. Confirm the fumble. Unmodified attack roll is 01–05.
  2. Identify the weapon type. Choose the correct fumble table.
  3. Roll d10 to determine fumble severity tier (1–3 Minor, 4–6 Moderate, 7–9 Serious, 10 Catastrophic).
  4. Apply the consequence. Fumble consequences apply to the attacker, not the target.

Downed and Death

A character whose HP falls to 0 or below is Downed — unconscious and out of the fight, but not dead. Death occurs only when a table result explicitly states it, or when a Downed character receives no stabilization and continues to bleed out. A Downed character requires a successful First Aid check to stabilize; untreated bleeding will kill them within rounds.

Hit Location

Roll d100 to determine which body zone a critical hit strikes.

Hit Location (d100)

After confirming a critical hit, roll d100. Cross-reference the result with the table below to determine which zone was struck. Then consult the weapon-specific table, finding the section for that zone.

Roll (d100)ZoneCoverage
01–10HeadSkull, face, jaw, ears, eyes
11–14Neck / ThroatThroat, cervical spine, major vessels
15–24ShouldersShoulder joints, clavicles, upper trapezius
25–66TorsoChest, ribs, abdomen, flanks, lower back
67–82ArmsUpper arm, elbow, forearm, wrist, hand
83–100LegsThigh, knee, shin, ankle, foot

Torso is the most common result

Torso accounts for 42% of all location results — the largest zone and the most frequently presented target in a standing exchange. Head and Neck are rare (14% combined) but carry the most severe consequences. Frequency and severity run in opposite directions.

Consequences in This Reference

How The Red Ledger maps to the Consequences system. Effects are short-term or long-term and modify attributes or skills.

Consequences in This Reference

All effects in this reference are expressed as Consequences — modifiers to attributes or skills with a defined duration. Short-term consequences last until the end of the encounter or until a character recovers through rest or aid. Long-term consequences persist until treated by a healer.

EffectTypeWhat It ModifiesTypical AmountDuration
Glancing penaltyShort-termcombat skills–101 round
StaggeredShort-termcombatMeleeWeapon, combatDefense–10 to –201d3 rounds
DazedShort-termmentalWits, combatDefense–201d3 rounds
StunnedShort-termphysicalReflexes, combatDefense–201d3 rounds (no actions)
ProneShort-termcombatMeleeWeapon, combatDefense–20Until standing (costs 1 action)
Arm impairedShort to Long-termphysicalCoordination, combatMeleeWeapon–20Rest of encounter to until healed
Leg impairedShort to Long-termphysicalBalance, combatDefense–20Rest of encounter to until healed
BleedingOngoingphysicalEndurance (HP per round)–2 to –8 per roundUntil treated (First Aid check)
Combat shockShort-termmentalDiscipline, mentalWits–20, –101d3 rounds
Severe injuryLong-termphysicalStrength, physicalEndurance–20 to –30Until healed (requires healer)

Sunder Check

Some results trigger a Sunder Check on the armor covering the struck zone. When a piece sunders, its DR drops to 0 until repaired by an armorer or blacksmith (metal armor) or a tailor (leather, padding, or cloth).

Quick Draw — Critical Hits

A fast, weapon-agnostic d10 table for critical hit resolution when speed matters more than detail.

Quick Draw — Critical Hits (d10)

When speed matters more than granularity, roll d10 and read the result. No location roll required. All effects use the Consequence system and are recoverable. For full resolution with location and weapon type, use the weapon-specific tables.

d10EffectConsequenceDurationFlavor
1Glancing BlowcombatDefense –101 roundThe hit catches you mid-breath — footing holds, timing does not.
2Bloodletting CutphysicalEndurance –1 per round (Bleeding)Until treated (First Aid check)A clean opening, not deep but insistent — blood runs before you register the pain.
3RattledmentalWits –20, combatDefense –101d3 roundsYour eyes ring shut for a fraction of a second and the world reassembles itself slightly wrong.
4Weapon Arm CompromisedphysicalCoordination –20, combatMeleeWeapon –20Rest of encounterThe arm still holds the weapon. The strength behind it has gone quiet.
5Knocked PronecombatMeleeWeapon –20, combatDefense –20Until standing (costs 1 action)The blow does not just hurt you, it relocates you — the ground comes up fast.
6Off-Balance and BleedingcombatMeleeWeapon –10, combatDefense –10; physicalEndurance –1 per roundCombat penalties: 1d3 rounds; Bleeding: until treatedTwo things at once — off-balance and losing ground you cannot afford.
7StunnedphysicalReflexes –20, combatDefense –20 (no offensive action this round)1 roundFor the length of a held breath, the body overrules the will.
8DisarmedcombatMeleeWeapon –30 (until rearmed)Until weapon retrieved (costs movement + 1 action)The weapon leaves your hand before you decide to let it go.
9Sunder CheckArmor covering the struck location triggers a Sunder CheckImmediateThe blow lands on something you were trusting and asks whether it holds.
10Prone and Leg ImpairedcombatMeleeWeapon –20, combatDefense –20 (prone); physicalBalance –20 (leg impaired)Prone: until standing; Leg impaired: rest of encounterYou go down, and when you come back up something in the lower half of you is arguing with the plan.

Quick Draw — Fumbles

A fast d10 fumble table. All effects apply to the attacker.

Quick Draw — Fumbles (d10)

When a fumble is confirmed (01–05), roll d10. All consequences apply to the attacker. Fumble severity never exceeds a Solid critical against the attacker — these results punish, they do not destroy.

d10TierEffectConsequenceDuration
1MinorWild SwingcombatMeleeWeapon –10 next attack only1 attack
2MinorOff-BalancecombatDefense –101 round
3MinorThe Self-IntroductionphysicalEndurance –1d4 (glance off own limb); combatMeleeWeapon –101 round; "In a motion witnesses agreed was technically impressive, the attacker struck themselves with the flat of their own blade and sat down."
4ModerateWeapon DroppedcombatMeleeWeapon –30 until rearmed; weapon lands 1d3 feet awayUntil retrieved
5ModerateOverextendedcombatDefense –20; opponent may make one free attackImmediate free attack; penalty 1 round
6ModerateThe Ground's OpinionAttacker falls prone; combatMeleeWeapon –20, combatDefense –20Until standing; "He charged. The ground had a different plan."
7SeriousWrist StrainphysicalCoordination –20, combatMeleeWeapon –20Rest of encounter
8SeriousWeapon Strikes AllyNearest ally takes half weapon damage; attacker combatMeleeWeapon –10Ally damage immediate; penalty 1d3 rounds
9SeriousArmor SnagAttacker's own armor triggers Sunder Check; combatDefense –10Sunder immediate; penalty 1 round
10CatastrophicThe Generous ArcWeapon leaves hand, strikes nearest creature (ally or foe) for full damage; attacker is prone and disarmed"The axe completed its swing, left the hand during the follow-through, and came to rest in the shield of an ally who had no opinion on the matter before this moment."

Slashing — Head

Critical hit results for slashing weapons striking the head. Scalp lacerations, brow gashes, and catastrophic face wounds.

Slashing — Head (d10)

The skull deflects edges. Most slashing hits to the head open the scalp rather than the bone — profuse bleeding that looks worse than it is, until it is not.

d10EffectConsequenceDurationFlavor
1Scalp NickBleeding: physicalEndurance –1 per roundUntil treated (First Aid check)A thin line parts the scalp. Blood runs along the brow but the mind is clear.
2Ear CatchmentalWits –10, combatDefense –51 roundThe blade clips the ear and the world becomes a single high note.
3Brow GashphysicalReflexes –10; Bleeding: physicalEndurance –2 per roundReflex penalty 1d3 rounds; Bleeding until treatedBlood enters the eye before the pain does. The next few seconds are red.
4Cheek OpenedmentalWits –15; Bleeding: physicalEndurance –3 per roundWits penalty 1d3 rounds; Bleeding until treatedThe cheek parts cleanly. It is the sound — a wet tearing — that reaches the brain first.
5Eye ThreatenedphysicalCoordination –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –2 per roundCombat penalties rest of encounter; Bleeding until treatedThe edge passes close enough that the eye closes on instinct and does not open properly for the rest of the fight.
6Temple StrikementalWits –20, combatDefense –15 (Dazed)1d3 roundsThe skull rings. The body remains upright only because it has not been told what just happened.
7Deep Scalp SlashphysicalReflexes –20, combatDefense –20 (Stunned); Bleeding: physicalEndurance –4 per roundStun 1d3 rounds; Bleeding until treatedBone shows white through the scalp. The target staggers, one arm going loose.
8Jaw SplitphysicalEndurance –10 (immediate damage); mentalDiscipline –20, mentalWits –20 (combat shock); Bleeding: physicalEndurance –5 per roundShock 1d3 rounds; Bleeding until treated; jaw damage long-term until healedThe jaw gives way differently than expected — not breaking so much as opening in the wrong direction.
9Skull OpenedphysicalStrength –20, physicalEndurance –20 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round; Downed if not stabilized within 2 roundsSevere injury until healed; Bleeding until treatedThe skull does not stop the edge. Everything after that is the body trying to cope.
10Catastrophic Face WoundDowned immediately; Bleeding: physicalEndurance –8 per round; physicalEndurance –30 (Severe injury, long-term); Sunder Check on any helmDowned; Severe injury until healed; Bleeding until treatedThe face is a record now. It will be a different record after this.

Slashing — Neck / Throat

Critical hit results for slashing weapons at the neck. Arterial exposure and windpipe damage escalate quickly to lethal.

Slashing — Neck / Throat (d10)

Neck wounds are the most feared result of a slashing weapon. The arteries are close to the surface. Even a grazing result can become fatal quickly without treatment.

d10EffectConsequenceDurationFlavor
1Throat NickBleeding: physicalEndurance –2 per roundUntil treatedA shallow cut at the collar. More alarming than dangerous, for now.
2Neck Muscle GrazephysicalStrength –10, combatMeleeWeapon –101d3 roundsThe neck tightens involuntarily. The next swing has less behind it.
3Windpipe CatchmentalDiscipline –15; physicalEndurance –5 (immediate damage)Discipline penalty 1d3 roundsThe breath catches on something it should not. Coughing takes over the body's attention briefly.
4Collar SlashphysicalStrength –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per roundStrength penalty 1d3 rounds; Bleeding until treatedThe trapezius opens across the shoulder and neck junction. The arm still works. It just works less.
5Carotid GrazementalWits –10; Bleeding: physicalEndurance –5 per roundWits penalty 1 round; Bleeding until treatedA thin red line appears at the neck. The target knows what it means. So does everyone watching.
6Deep Neck CutphysicalStrength –20, physicalCoordination –20 (long-term until healed); Bleeding: physicalEndurance –5 per roundLong-term until healed; Bleeding until treatedMuscle and tissue part down to a depth that changes the shape of the neck. The head lolls slightly.
7Jugular ThreatenedmentalWits –20 (combat shock); Bleeding: physicalEndurance –7 per round; Downed if not stabilized within 2 roundsShock immediate; Bleeding until treatedThe vein is visible in the wound. The target has seconds to make good decisions.
8Trachea SlashedphysicalEndurance –20 (immediate damage); physicalStrength –30 (long-term, breathing compromised); Bleeding: physicalEndurance –6 per round; DownedDowned; long-term until healedThe breath comes out wrong — wet and ragged where it should not be. The body has learned something new about itself and does not like it.
9Artery OpenedDowned immediately; Bleeding: physicalEndurance –10 per round; death in 3 rounds without successful First AidDowned; death without stabilizationThe blood moves with a pressure that speaks to how close the heart is to everything.
10Throat CutDowned immediately; death in 1d3 rounds without immediate First Aid; Bleeding: physicalEndurance –12 per roundDeath without stabilizationThis is the blow the Red Ledger was written to describe. It is exactly as quick as the records say.

Slashing — Shoulders

Critical hit results for slashing weapons at the shoulders. Muscle separation and clavicle damage degrade weapon arm function.

Slashing — Shoulders (d10)

Shoulder wounds attack the weapon arm at its root. The muscles here connect reach to force, and a cut that severs any of them translates immediately to fighting capability.

d10EffectConsequenceDurationFlavor
1Armor GrazeSunder Check on shoulder armor; physicalCoordination –5Coordination penalty 1 roundSteel screams against steel. The shoulder armor holds but the noise tells you something about the margin.
2Deltoid NickcombatMeleeWeapon –10; Bleeding: physicalEndurance –1 per roundWeapon penalty 1 round; Bleeding until treatedA shallow cut across the shoulder muscle. Enough to feel, not enough to stop.
3Shoulder GashphysicalCoordination –15, combatMeleeWeapon –15; Bleeding: physicalEndurance –2 per roundPenalties 1d3 rounds; Bleeding until treatedThe deltoid opens. The arm still lifts but complains about the decision.
4Deep Shoulder CutphysicalCoordination –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per roundPenalties rest of encounter; Bleeding until treatedThe cut goes through two layers of muscle. The arm is still in the fight but working against itself.
5Clavicle GrazedphysicalStrength –20, physicalCoordination –20, combatMeleeWeapon –20Rest of encounterEdge meets bone. The clavicle survives this time. The shoulder does not work the same way for the rest of the fight.
6Trapezius OpenedphysicalStrength –15, physicalCoordination –15 (long-term until healed); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe large muscle across the upper back and neck parts along the shoulder. The head is still attached. It just sits differently now.
7Shoulder Muscle SeveredArm Impaired: physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe muscle retracts from the bone. The arm hangs. It is present but not participating.
8Clavicle FracturedphysicalEndurance –10 (immediate damage); physicalCoordination –30, combatMeleeWeapon –30, physicalStrength –20 (long-term until healed); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe collarbone breaks under the edge rather than against it. The shoulder drops. The weapon arm is still attached but no longer under useful control.
9Shoulder Joint DestroyedphysicalEndurance –20 (immediate damage); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –30 (Severe injury, long-term); Bleeding: physicalEndurance –5 per round; Sunder Check on shoulder armorSevere injury until healed; Bleeding until treatedThe blade reaches the joint. The socket opens. The arm is still there, but it has no anchor left worth the name.
10Limb Loss CheckRoll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per roundDowned; see Limb Loss tableThe shoulder comes apart under the blade and the question changes from "how bad" to "how much is left."

Slashing — Torso

Critical hit results for slashing weapons striking the torso. Abdominal wounds and organ grazes are the dominant concern.

Slashing — Torso (d10)

The torso is the most common crit location and the most variable in severity. A glancing cut is an inconvenience. A deep abdominal wound is a death sentence measured in minutes.

d10EffectConsequenceDurationFlavor
1Clothing CatchSunder Check on torso armor; physicalCoordination –51 roundThe edge catches fabric and pulls. The body goes with it slightly before the cloth gives.
2Shallow CutBleeding: physicalEndurance –1 per roundUntil treatedA line of red appears across the flank. Shallow enough to ignore. Not shallow enough to forget.
3Side GashphysicalBalance –10; Bleeding: physicalEndurance –3 per roundBalance penalty 1d3 rounds; Bleeding until treatedThe cut opens the side and the body flinches away from itself.
4Rib ScrapephysicalEndurance –8 (immediate damage); physicalStrength –10Strength penalty 1d3 roundsThe blade drags along the rib cage. Bone stops the cut. Pain does not stop the target, but it slows them.
5Abdominal GashphysicalStrength –15, physicalEndurance –15; Bleeding: physicalEndurance –4 per roundPenalties rest of encounter; Bleeding until treatedThe muscle wall of the abdomen opens. Nothing has escaped yet. That may change.
6Deep Flank CutphysicalStrength –20 (long-term until healed); Bleeding: physicalEndurance –5 per roundLong-term until healed; Bleeding until treatedThe cut goes past muscle into the cavity. The wound is quiet at first and very loud later.
7Organ GrazephysicalEndurance –15 (immediate damage); physicalStrength –20, physicalEndurance –20 (long-term); Bleeding: physicalEndurance –6 per roundLong-term until healed; Bleeding until treatedSomething internal has been involved in the decision. The target will not know how badly for some time, and "some time" is not long.
8Abdominal WoundphysicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per roundSevere injury until healed; Bleeding until treatedThe abdominal wall is open. What was inside is now negotiating its position. Stabilization required immediately.
9Deep Chest WoundDowned; physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –8 per round; Sunder Check on torso armorDowned; Severe injury until healed; Bleeding until treatedThe blade reaches past armor and flesh to the chest cavity. The air that comes out afterward has company.
10Catastrophic Torso WoundDowned immediately; death in 1d3 rounds without immediate First Aid; Bleeding: physicalEndurance –10 per round; physicalStrength –40 (Severe injury, long-term)Downed; death without stabilizationThe wound is extensive enough that the question is no longer about the fight.

Slashing — Arms

Critical hit results for slashing weapons striking the arms. Tendon and muscle damage degrade weapon control and grip.

Slashing — Arms (d10)

Arm wounds are among the most common and most consequential slashing results. The tendons and muscles that control grip and swing lie close to the surface, unprotected except by armor.

d10EffectConsequenceDurationFlavor
1Glancing ForearmcombatMeleeWeapon –101 roundThe edge skips off the forearm. The arm tingles and the grip tightens reflexively.
2Arm CutcombatMeleeWeapon –10; Bleeding: physicalEndurance –2 per roundWeapon penalty 1d3 rounds; Bleeding until treatedA clean cut along the outer arm. The sleeve changes color and the weapon feels less certain.
3Bicep SlashphysicalCoordination –15, combatMeleeWeapon –15; Bleeding: physicalEndurance –3 per roundPenalties 1d3 rounds; Bleeding until treatedThe bicep opens and the arm cools at the elbow. The swing still comes but the follow-through is wrong.
4Forearm OpenedphysicalCoordination –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per roundPenalties rest of encounter; Bleeding until treatedThe forearm is cut through to the tendons. The grip holds but the arm works on diminishing returns.
5Tendon ThreatenedphysicalCoordination –25, combatMeleeWeapon –25Rest of encounterThe blade passes through the outer layers and taps something below that should not be touched. The fingers go uncertain.
6Wrist SlashphysicalCoordination –20, combatMeleeWeapon –30; Bleeding: physicalEndurance –4 per roundPenalties rest of encounter; Bleeding until treatedThe wrist opens. The weapon is still held by a hand that is increasingly unsure of why.
7Arm Muscle SeveredArm Impaired: physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe muscle retracts. The arm still bends but the force behind the bend is gone. The weapon may fall without instruction.
8Tendon CutphysicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –5 per roundLong-term until healed; Bleeding until treatedThe tendon parts cleanly. The finger or wrist it controlled stops mid-intention. The body adapts; the grip does not.
9Arm Functionally LostphysicalEndurance –20 (immediate damage); physicalCoordination –40, combatMeleeWeapon –40 (Severe injury, long-term); Bleeding: physicalEndurance –6 per roundSevere injury until healed; Bleeding until treatedThe arm hangs from the shoulder like something borrowed. It is still attached. It has ceased to participate.
10Limb Loss CheckRoll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per roundDowned; see Limb Loss tableThe blade has completed what it started. The question is only how much of the arm made it.

Slashing — Legs

Critical hit results for slashing weapons striking the legs. Hamstring and thigh damage degrade mobility and balance.

Slashing — Legs (d10)

Leg wounds redirect the fight. A cut that reaches the hamstring or thigh changes a standing combat into a ground situation, and the ground belongs to whoever is still on their feet.

d10EffectConsequenceDurationFlavor
1Thigh GrazecombatDefense –101 roundThe edge skips off the thigh. The leg holds but the stride shortens.
2Leg CutphysicalBalance –10; Bleeding: physicalEndurance –2 per roundBalance penalty 1 round; Bleeding until treatedThe calf or thigh opens. Not deep. Not yet.
3Thigh SlashphysicalBalance –15, combatDefense –15; Bleeding: physicalEndurance –3 per roundPenalties 1d3 rounds; Bleeding until treatedThe thigh muscle opens. Walking still works. Running does not.
4Knee GrazedphysicalBalance –20, combatDefense –201d3 roundsThe joint takes an edge it was not designed to accommodate. It accepts this. For now.
5Hamstring ThreatenedphysicalBalance –25, combatDefense –20Rest of encounterThe blade passes along the back of the leg close enough to matter. Every step afterward is a negotiation.
6Deep Thigh CutLeg Impaired: physicalBalance –20, combatDefense –20 (long-term until healed); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe thigh opens to muscle. The leg still bends; it has simply become less interested in the direction requested.
7Knee OpenedProne immediately; physicalBalance –30, combatDefense –30 (long-term until healed); Bleeding: physicalEndurance –4 per roundProne until standing (costs 1 action); long-term until healed; Bleeding until treatedThe knee collapses inward, and the fighter follows it. Whatever was being fought over just got farther away.
8Hamstring CutLeg Impaired: physicalBalance –30 (long-term); movement reduced to crawling for rest of encounter; Bleeding: physicalEndurance –5 per roundLong-term until healed; Bleeding until treatedThe hamstring releases. The leg still exists below the knee, but the negotiation with the knee is over.
9Deep Leg WoundphysicalEndurance –20 (immediate damage); Leg Impaired: physicalBalance –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round; DownedDowned; Severe injury until healed; Bleeding until treatedThe leg gives way. The target does not go down because they chose to.
10Limb Loss CheckRoll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per roundDowned; see Limb Loss tableThe edge has passed through the leg in a way that resolves the question of how much leg is left.

Slashing — Fumbles

Fumble results for slashing weapons. Overextension, self-nicking, and weapon deflection apply to the attacker.

Slashing — Fumbles (d10)

Slashing fumbles punish overcommitment. The edge goes somewhere other than intended — into nothing, into armor, or into the attacker. All consequences apply to the attacker.

d10TierEffectConsequenceDuration
1MinorWild SwingcombatMeleeWeapon –10 next attack only1 attack
2MinorOverswingcombatDefense –101 round
3MinorFlat of BladephysicalEndurance –1d4 (struck self with flat); combatMeleeWeapon –5Weapon penalty 1 round
4ModerateEdge DeflectedcombatDefense –15; Sunder Check on attacker's weapon1 round
5ModerateWeapon DroppedcombatMeleeWeapon –30 until rearmed; weapon lands 1d3 feet awayUntil retrieved
6ModerateSelf-NickphysicalEndurance –1d6 (self-inflicted cut); Bleeding: physicalEndurance –2 per roundBleeding until treated
7SeriousProne from OverreachAttacker falls prone; combatMeleeWeapon –20, combatDefense –20Until standing (costs 1 action)
8SeriousWrist SprainphysicalCoordination –20, combatMeleeWeapon –20Rest of encounter
9SeriousFriendly ArcNearest ally takes half weapon damage; attacker combatMeleeWeapon –10Ally damage immediate; penalty 1d3 rounds
10CatastrophicFull ReleaseWeapon leaves hand, strikes nearest creature for full weapon damage; attacker is prone and disarmed"The blade completed its arc without the hand. It found someone to finish the work for it."

Piercing — Head

Critical hit results for piercing weapons striking the head. Eye penetration and skull puncture dominate the high-end results.

Piercing — Head (d10)

A point striking the head goes where edges cannot. Helmets that deflect slashes offer less certainty against thrusts, which seek gaps and joints. The consequences of penetration here are fast and severe.

d10EffectConsequenceDurationFlavor
1Helm CatchSunder Check on helm; physicalReflexes –51 roundThe point taps the helm and skids. Nothing penetrates. The skull is reminded of how close it came.
2Scalp PunctureBleeding: physicalEndurance –2 per roundUntil treatedA shallow puncture parts the scalp without reaching bone. It bleeds insistently.
3Ear Canal GrazementalWits –15, combatDefense –101d3 roundsThe point enters the ear only slightly. The world becomes high and narrow.
4Cheek PuncturementalWits –10; Bleeding: physicalEndurance –2 per roundWits penalty 1d3 rounds; Bleeding until treatedThe point passes through the cheek cleanly. Two small holes are the only record of it.
5Eye ThreatenedphysicalCoordination –25, combatMeleeWeapon –25; Bleeding: physicalEndurance –2 per roundPenalties rest of encounter; Bleeding until treatedThe point skims the orbit. The eye weeps. Whether it weeps blood or tears does not matter to the fighter's aim.
6Skull GlancedmentalWits –20, physicalReflexes –20 (Dazed); Bleeding: physicalEndurance –3 per roundDazed 1d3 rounds; Bleeding until treatedThe point slides along the skull and the brain receives the full vibration of that meeting.
7Eye PenetratedphysicalCoordination –30, combatMeleeWeapon –30 (long-term, loss of eye depth perception); mentalDiscipline –20 (combat shock); DownedDowned; long-term until healedThe eye is no longer present in the way it was. What the target knows now is pain and the sudden rearrangement of what sight means.
8Skull PuncturedphysicalEndurance –20 (immediate damage); mentalWits –30, physicalReflexes –30 (Stunned); DownedDowned; severe injury until healedThe bone gave. What happens next belongs to the surgeons.
9Temple PenetrationDowned immediately; mentalWits –40, mentalDiscipline –40 (Severe injury, long-term); death in 1d6 rounds without First AidDowned; death without stabilizationThe temple is thin. The point knows this.
10Brain ReachedDowned immediately; death in 1 round without successful First Aid (DC elevated); physicalEndurance –50 (Severe injury)Downed; death without immediate stabilizationThere is a stillness that follows this result that differs from other stillnesses. The records note it without dwelling.

Piercing — Neck / Throat

Critical hit results for piercing weapons at the neck. Tracheal puncture and arterial penetration are the primary concerns.

Piercing — Neck / Throat (d10)

The throat is a collection of structures that do not tolerate puncture. A thrust here finds arteries, trachea, or spine in close proximity. The results escalate fast.

d10EffectConsequenceDurationFlavor
1Throat GrazeBleeding: physicalEndurance –2 per roundUntil treatedThe point skims the throat without depth. The skin parts briefly and closes over the question.
2Neck Muscle PuncturephysicalStrength –15, combatMeleeWeapon –101d3 roundsThe thrust buries itself in the neck muscle and withdraws. The neck will move. It will just remind the target that it happened.
3Windpipe GrazephysicalEndurance –5 (immediate); mentalDiscipline –20 (coughing, panic)Discipline penalty 1d3 roundsSomething grazes the trachea. The cough comes from somewhere urgent.
4Windpipe PuncturedphysicalEndurance –10 (immediate); physicalStrength –20, physicalEndurance –20 (long-term, breathing compromised); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedAir that should stay inside comes out wet and audible. The breathing problem is now a visible problem.
5Vein PuncturedmentalWits –10; Bleeding: physicalEndurance –5 per roundWits penalty 1 round; Bleeding until treatedThe point finds a vein. The blood follows the blade out.
6Deep Neck ThrustphysicalStrength –25 (long-term); Bleeding: physicalEndurance –5 per roundLong-term until healed; Bleeding until treatedThe thrust penetrates to a depth that rearranges the neck's working parts.
7Artery PuncturedBleeding: physicalEndurance –8 per round; mentalWits –20 (shock); Downed if not stabilized within 2 roundsDowned without stabilization; Bleeding until treatedThe pressure changes immediately. The target understands in a new way what the heart does every second.
8Throat PinnedphysicalEndurance –15 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round; DownedDowned; Severe injury until healed; Bleeding until treatedThe weapon enters and the target goes still around it. Moving makes it worse. Not moving also makes it worse.
9Carotid PenetratedDowned immediately; Bleeding: physicalEndurance –10 per round; death in 3 rounds without First AidDowned; death without stabilizationThe artery opens fully. The count begins.
10Throat Through and ThroughDowned immediately; death in 1 round without immediate First Aid; Bleeding: physicalEndurance –12 per roundDowned; death without immediate stabilizationThe point entered one side and asked a question of the other. The answer was quick.

Piercing — Shoulders

Critical hit results for piercing weapons at the shoulders. Deep thrusts reach the joint and nerve roots.

Piercing — Shoulders (d10)

Piercing weapons reach past armor at the shoulder through gaps around the joint. A thrust here can find the socket, the nerves beneath it, or the subclavian vessels — each with different consequences.

d10EffectConsequenceDurationFlavor
1Armor DeflectionSunder Check on shoulder armorImmediateThe point strikes armor and is turned. The armor knows what happened even if the wearer does not yet.
2Shoulder PuncturephysicalCoordination –15; Bleeding: physicalEndurance –2 per roundCoordination penalty 1d3 rounds; Bleeding until treatedA clean entry through the outer shoulder. The arm flinches at the end of its swing.
3Deltoid PuncturephysicalCoordination –20, combatMeleeWeapon –15; Bleeding: physicalEndurance –3 per roundPenalties 1d3 rounds; Bleeding until treatedThe deltoid takes a thrust and closes around the withdrawal. The arm loses its certainty.
4Through the ShoulderphysicalCoordination –25, combatMeleeWeapon –25; Bleeding: physicalEndurance –4 per roundPenalties rest of encounter; Bleeding until treatedEntry and exit. Two holes in the shoulder and the arm working through the interruption.
5Nerve Root TouchedphysicalCoordination –30, combatMeleeWeapon –30; physicalReflexes –15Rest of encounterThe point finds something it should not have. The arm lights up from shoulder to fingertip with a sensation that is not quite pain.
6Deep Shoulder ThrustphysicalCoordination –25, physicalStrength –20 (long-term); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedDepth has been reached. The withdrawal changes the wound's character. The shoulder will not return to what it was before the healer sees it.
7Joint PenetratedArm Impaired: physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe point enters the socket. The joint knows. The arm announces this to every muscle in the chain.
8Subclavian GrazephysicalEndurance –15 (immediate damage); physicalCoordination –30, physicalStrength –25 (Severe injury, long-term); Bleeding: physicalEndurance –6 per roundSevere injury until healed; Bleeding until treatedThe major vessel beneath the clavicle is involved now. The shoulder is a secondary concern.
9Shoulder DestroyedphysicalEndurance –20 (immediate damage); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round; DownedDowned; Severe injury until healed; Bleeding until treatedThe joint has given way to the point. The socket, the tendons, the ligaments — all have changed their relationship to each other.
10Limb Loss CheckRoll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per roundDowned; see Limb Loss tableThe thrust has entered and the question of how much arm exits with it is now being answered.

Piercing — Torso

Critical hit results for piercing weapons in the torso. Lung puncture, organ skewering, and gut wounds define the range.

Piercing — Torso (d10)

Torso thrusts are designed to reach what armor tries to protect. A lung that collapses, a gut that opens, a heart that is interrupted — these are the instruments a piercing weapon plays. These tables record them without commentary on the instrument.

d10EffectConsequenceDurationFlavor
1Armor TurnedSunder Check on torso armor; physicalCoordination –51 roundThe point is redirected by the armor rather than refused by it. The distinction matters to the point.
2Shallow ThrustBleeding: physicalEndurance –2 per roundUntil treatedA puncture that does not reach depth. Clothing and skin record it.
3Side PuncturephysicalBalance –10; Bleeding: physicalEndurance –3 per roundBalance penalty 1d3 rounds; Bleeding until treatedThe point enters the side between the ribs. It finds nothing vital on this pass.
4Rib Deflected InwardphysicalEndurance –10 (immediate damage); physicalStrength –15Strength penalty 1d3 roundsThe rib cracks inward rather than stopping the point. The rib is now a secondary problem.
5Abdominal ThrustphysicalStrength –15, physicalEndurance –15; Bleeding: physicalEndurance –4 per roundPenalties rest of encounter; Bleeding until treatedThe abdomen takes a thrust. What was inside is now asking whether it needs to be outside.
6Gut WoundphysicalStrength –20 (long-term); physicalEndurance –15 (immediate); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe bowel is involved. The infection question follows immediately after the bleeding question.
7Lung PuncturedphysicalEndurance –15 (immediate); physicalStrength –25, physicalEndurance –25 (long-term, breathing compromised); Bleeding: physicalEndurance –5 per roundLong-term until healed; Bleeding until treatedThe lung does not collapse immediately but it is heading there. Each breath is a smaller version of the last.
8Organ SkeweredphysicalEndurance –20 (immediate damage); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round; DownedDowned; Severe injury until healed; Bleeding until treatedSomething internal has been rearranged by the passage of the blade. What it was is less important than what it is now.
9Lung CollapsedDowned; physicalStrength –35, physicalEndurance –35 (Severe injury, long-term); Bleeding: physicalEndurance –8 per round; each round without stabilization: additional physicalEndurance –5Downed; Severe injury until healed; Bleeding until treatedThe chest is not working correctly. The target's body is spending all available attention on the lung and losing.
10Heart ThreatenedDowned immediately; death in 1d3 rounds without immediate First Aid; Bleeding: physicalEndurance –12 per roundDowned; death without immediate stabilizationThe point has reached a place where the record stops. What follows is for surgeons and for records like this one.

Piercing — Arms

Critical hit results for piercing weapons striking the arms. Through-and-through punctures and joint damage define the high-end results.

Piercing — Arms (d10)

Piercing wounds to the arm go deeper than slashing equivalents. A blade that enters the forearm may reach bone. A thrust through the elbow joint disables the arm through structural failure rather than pain.

d10EffectConsequenceDurationFlavor
1Glancing PuncturecombatMeleeWeapon –101 roundThe point enters the arm shallowly and is withdrawn before depth. The arm registers it.
2Arm PuncturecombatMeleeWeapon –10; Bleeding: physicalEndurance –2 per roundWeapon penalty 1d3 rounds; Bleeding until treatedA clean hole enters and exits. The arm continues its function with the addition of a new awareness.
3Bicep ThrustphysicalCoordination –15, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per roundPenalties 1d3 rounds; Bleeding until treatedThe bicep takes a thrust through the belly of the muscle. The arm will lift again. Later.
4Through and ThroughphysicalCoordination –20, combatMeleeWeapon –25; Bleeding: physicalEndurance –4 per roundPenalties rest of encounter; Bleeding until treatedEntry and exit. The wound has two sides, both of which bleed.
5Bone StruckphysicalEndurance –8 (immediate); physicalCoordination –25, combatMeleeWeapon –25Penalties rest of encounterThe point hits the radius or ulna and the arm sends the information upward in a loud, clear signal.
6Elbow Joint ReachedphysicalCoordination –30, combatMeleeWeapon –30; Bleeding: physicalEndurance –4 per roundPenalties rest of encounter; Bleeding until treatedThe elbow joint is inside the wound now. The arm bends where it previously refused to and refuses where it used to bend.
7Artery PuncturedArm Impaired: physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –6 per roundLong-term until healed; Bleeding until treatedThe brachial or radial artery is involved. The bleeding has priority over the arm.
8Bone FracturedphysicalEndurance –15 (immediate); physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed); Bleeding: physicalEndurance –5 per roundLong-term until healed; Bleeding until treatedThe forearm or upper arm breaks around the wound. The arm still hangs from the shoulder but has developed an intermediate opinion about the matter.
9Arm Functionally DestroyedphysicalEndurance –20 (immediate); physicalCoordination –40, combatMeleeWeapon –40 (Severe injury, long-term); Bleeding: physicalEndurance –6 per roundSevere injury until healed; Bleeding until treatedThe arm is present but has withdrawn from the conversation. The weapon may still be in the hand; the hand has no useful instructions.
10Limb Loss CheckRoll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per roundDowned; see Limb Loss tableThe thrust has passed through the arm at a depth and angle that resolves the question of continuity.

Piercing — Legs

Critical hit results for piercing weapons striking the legs. Femoral artery involvement and joint penetration define the lethal range.

Piercing — Legs (d10)

The femoral artery runs through the inner thigh. A piercing weapon that finds it ends the fight immediately and everything else soon after. Even without that result, deep thrusts to the knee or ankle joint produce disability through structural failure.

d10EffectConsequenceDurationFlavor
1Thigh GrazecombatDefense –101 roundThe point skims the thigh without depth. The leg considers the information.
2Leg PuncturephysicalBalance –10; Bleeding: physicalEndurance –2 per roundBalance penalty 1 round; Bleeding until treatedA clean hole in the calf or thigh. The leg continues working with the new information.
3Thigh ThrustphysicalBalance –15, combatDefense –15; Bleeding: physicalEndurance –3 per roundPenalties 1d3 rounds; Bleeding until treatedThe thrust enters the thigh and withdraws. The leg shakes on the next step.
4Knee PuncturedphysicalBalance –20, combatDefense –20; Bleeding: physicalEndurance –3 per roundPenalties 1d3 rounds; Bleeding until treatedThe point enters the knee joint. The joint has not decided what this means for the rest of the encounter.
5Deep Thigh ThrustphysicalBalance –25, combatDefense –20; Bleeding: physicalEndurance –4 per roundPenalties rest of encounter; Bleeding until treatedThe depth reached in the thigh is not comfortable for the thigh. Every step costs more than it should.
6Knee Joint OpenedLeg Impaired: physicalBalance –25, combatDefense –25 (long-term until healed); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe joint is open to the point. The leg still works in the way that a broken hinge works.
7Femoral GrazeBleeding: physicalEndurance –7 per round; physicalBalance –20 (long-term); Downed if not stabilized within 2 roundsDowned without stabilization; Bleeding until treated; balance long-term until healedThe major vessel has been introduced to the point. The count starts here.
8Ankle DestroyedphysicalEndurance –15 (immediate); Leg Impaired: physicalBalance –35 (long-term until healed); Prone; Bleeding: physicalEndurance –5 per roundProne until standing; long-term until healed; Bleeding until treatedThe ankle joint is no longer a joint in the useful sense. The foot is still attached. The attachment is now decorative.
9Femoral PuncturedDowned immediately; Bleeding: physicalEndurance –10 per round; death in 3 rounds without First AidDowned; death without stabilizationThe femoral artery is involved. A tourniquet applied immediately changes the outcome. Nothing else does.
10Limb Loss CheckRoll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per roundDowned; see Limb Loss tableThe question of how much leg continues past the point of entry is now being determined.

Piercing — Fumbles

Fumble results for piercing weapons. Thrusts that go wide, overextend, or embed in armor apply to the attacker.

Piercing — Fumbles (d10)

Piercing fumbles involve the committed thrust going somewhere wrong — into nothing, into armor it cannot exit cleanly, or into footing that does not hold. All consequences apply to the attacker.

d10TierEffectConsequenceDuration
1MinorShort ThrustcombatMeleeWeapon –10 next attack only1 attack
2MinorWidecombatDefense –101 round
3MinorSelf-GrazephysicalEndurance –1d4 (grazed own arm on withdrawal); combatMeleeWeapon –51 round
4ModeratePoint DeflectedcombatDefense –15; Sunder Check on attacker's weapon1 round
5ModerateWeapon StuckcombatMeleeWeapon –30; one action required to free weapon (or abandon it)Until freed or abandoned
6ModerateOverextendedcombatDefense –20; opponent may make one free attackImmediate free attack; penalty 1 round
7SeriousProne from OverreachAttacker falls prone; combatMeleeWeapon –20, combatDefense –20Until standing (costs 1 action)
8SeriousWrist LockedphysicalCoordination –25, combatMeleeWeapon –25Rest of encounter
9SeriousWeapon into AllyNearest ally takes half weapon damage; attacker combatMeleeWeapon –10Ally damage immediate; penalty 1d3 rounds
10CatastrophicPoint BuriedWeapon buried in terrain or target; attacker disarmed and prone; retrieval requires one full action"The thrust entered something more substantial than intended and the fighter went with it. The weapon stayed."

Blunt — Head

Critical hit results for blunt weapons striking the head. Concussion, skull fracture, and unconsciousness define the spectrum.

Blunt — Head (d10)

The blunt weapon communicates with the skull through force rather than edge or point. The skull distributes the energy inward. What lies inside the skull does not benefit from this arrangement.

d10EffectConsequenceDurationFlavor
1Glancing RingmentalWits –10, combatDefense –51 roundThe weapon clips the helm or skull. The world reorganizes itself briefly.
2Ringing BlowmentalWits –15, physicalReflexes –101d3 roundsA solid hit that the skull transmits faithfully to the brain. Ears ring. Eyes correct slowly.
3Helm DentSunder Check on helm; mentalWits –15, combatDefense –10Penalties 1d3 roundsThe helm absorbs the blow and informs the skull of the exchange. The helm is now uncomfortable.
4Jaw StrikementalWits –20, mentalDiscipline –15 (Dazed); physicalEndurance –8 (immediate damage)Dazed 1d3 roundsThe jaw takes a blow it was not designed to receive in that direction. The teeth compare notes briefly.
5Temple HitmentalWits –25, physicalReflexes –20 (Dazed); combatDefense –151d3 roundsThe temple is thin and the brain is close. The target is present for the next several seconds in only the most technical sense.
6Concussive StrikephysicalReflexes –20, combatDefense –20 (Stunned); mentalWits –20Stunned 1d3 rounds; Wits penalty rest of encounterThe brain is oscillating inside the skull in a way that disrupts the queue of instructions. The body acts on old orders.
7Skull CrackedphysicalEndurance –15 (immediate); Stunned: physicalReflexes –30, combatDefense –30; mentalWits –30 (long-term until healed)Stun 1d3 rounds; Wits penalty long-term until healedThe skull has been rearranged. The bone is doing its best but the crack is structural now.
8Hard KnockdownphysicalEndurance –15 (immediate); Prone; mentalWits –30, physicalReflexes –30 (Severe concussion, long-term); Sunder Check on helmProne until standing; severe concussion until healedThe body goes down in one decision. The mind is busy with the impact and is not available to negotiate.
9Skull FracturedDowned; mentalWits –40, physicalReflexes –40, mentalDiscipline –40 (Severe injury, long-term); physicalEndurance –20 (immediate damage)Downed; Severe injury until healedThe fracture is not a question of whether but of where and how much. The target is not making decisions for some time.
10Catastrophic Head BlowDowned immediately; Severe injury (all mental and reflex attributes –40, long-term); physicalEndurance –30 (immediate); death if not stabilized in 1d6 roundsDowned; death without stabilizationThe force has reached everything the skull contains. What it found there is the healer's problem now.

Blunt — Neck / Throat

Critical hit results for blunt weapons at the neck. Tracheal crush and cervical fracture dominate the severe results.

Blunt — Neck / Throat (d10)

Blunt weapons do not cut the throat — they crush it. The trachea and cervical vertebrae are the structures at risk. A blow hard enough to crack a vertebra can end movement permanently.

d10EffectConsequenceDurationFlavor
1Neck KnockphysicalStrength –10, combatMeleeWeapon –101 roundThe side of the neck takes a blow. The head clarifies its position on the matter.
2Throat GlancementalDiscipline –15; physicalEndurance –5 (immediate)Discipline penalty 1d3 roundsThe throat takes a hit and objects strongly. The cough arrives before the pain.
3Neck Muscle StrikephysicalStrength –20, combatMeleeWeapon –151d3 roundsThe neck muscles compress and the next swing has less coordination behind it.
4Windpipe BlowphysicalEndurance –8 (immediate); mentalDiscipline –25 (gagging); physicalStrength –20Discipline penalty 1d3 rounds; Strength penalty rest of encounterThe trachea compresses. The body's first response is not combat — it is breathing.
5Side of NeckphysicalStrength –25, physicalCoordination –20 (combat shock); mentalDiscipline –20Rest of encounterThe major muscle on the side of the neck takes a direct blow. The head lists slightly. The body compensates by becoming less useful.
6Tracheal BruisephysicalStrength –20, physicalEndurance –20 (long-term until healed); mentalDiscipline –20Discipline penalty rest of encounter; long-term until healedThe windpipe is bruised. It still passes air in both directions but it is making this known on every breath.
7Tracheal CrushphysicalEndurance –15 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Downed if not stabilized within 2 roundsDowned without stabilization; Severe injury until healedThe trachea has been partially collapsed. Air passes but not well. The sound is a new sound that should not exist.
8Cervical StrikephysicalEndurance –15 (immediate); Stunned: physicalReflexes –30, combatDefense –30; physicalStrength –25 (long-term); DownedDowned; long-term until healedThe blow reaches the spine through the neck muscle and the body registers this in every extremity simultaneously.
9Cervical FractureDowned immediately; physicalEndurance –25 (immediate); physicalStrength –40, physicalEndurance –40 (Severe injury, long-term); risk of permanent disability without immediate surgical interventionDowned; Severe injury until healed or permanentThe vertebra has been compromised. The body does not know yet what this means. Neither does anyone else.
10Neck BrokenDowned immediately; death or permanent paralysis (GM determination based on severity); physicalEndurance –50 (Severe injury)Downed; permanentThe neck has ended the conversation between the body and the brain. The body is still present. The conversation is over.

Blunt — Shoulders

Critical hit results for blunt weapons at the shoulders. Clavicle fractures and shoulder joint separation disable the arm through bone.

Blunt — Shoulders (d10)

Blunt force to the shoulder works on bone. The clavicle is long, exposed, and not designed for lateral impact. The shoulder joint itself tolerates compression poorly. Either way, the weapon arm suffers.

d10EffectConsequenceDurationFlavor
1Armor ImpactSunder Check on shoulder armor; physicalCoordination –51 roundThe force transmits through the armor to the joint beneath.
2Shoulder GlancecombatMeleeWeapon –10, physicalCoordination –101 roundThe weapon strikes the shoulder and the arm loses its line briefly.
3Shoulder BlowphysicalCoordination –15, combatMeleeWeapon –151d3 roundsSolid contact. The shoulder absorbs it. The arm communicates its displeasure.
4Shoulder BruisephysicalCoordination –20, combatMeleeWeapon –20, physicalStrength –15Rest of encounterDeep bruising settles into the shoulder immediately. The arm still functions but has complaints.
5Clavicle StressedphysicalStrength –20, physicalCoordination –20, combatMeleeWeapon –20Rest of encounterThe clavicle bends under the blow without breaking. The shoulder will do what is asked of it, minus a meaningful fraction.
6Shoulder Joint CompressedphysicalCoordination –25, combatMeleeWeapon –25 (long-term until healed)Long-term until healedThe joint has been compressed beyond its tolerances. It will work. It will work badly.
7Clavicle FracturedphysicalEndurance –10 (immediate); physicalCoordination –35, combatMeleeWeapon –35, physicalStrength –25 (long-term until healed)Long-term until healedThe clavicle has broken. The shoulder drops. The arm is still attached and still entirely not working correctly.
8Shoulder SeparatedphysicalEndurance –12 (immediate); physicalCoordination –35, physicalStrength –30, combatMeleeWeapon –35 (Severe injury, long-term); Sunder Check on shoulder armorSevere injury until healedThe joint has been knocked out of its socket. The shoulder hangs in a way that shoulders are not meant to hang.
9Shoulder ShatteredDowned; physicalEndurance –20 (immediate); physicalCoordination –40, physicalStrength –35, combatMeleeWeapon –40 (Severe injury, long-term)Downed; Severe injury until healedThe shoulder joint, the clavicle, and the surrounding structures have all had opinions about the blow and none of those opinions agree.
10Limb Loss CheckRoll on the Limb Loss table (shoulder-level amputation). Pending outcome: Downed; physicalEndurance –30 (immediate)Downed; see Limb Loss tableThe shoulder has been destroyed at a scale that changes the next question.

Blunt — Torso

Critical hit results for blunt weapons striking the torso. Rib fractures, internal bleeding, and organ bruising are the dominant results.

Blunt — Torso (d10)

The torso takes blunt force badly. The ribs are a cage, not a shield — they absorb energy by cracking, and their fragments create secondary damage. The organs behind them have no tolerance for compression.

d10EffectConsequenceDurationFlavor
1Armor AbsorbedSunder Check on torso armor; physicalStrength –51 roundThe armor takes the blow and passes some of it through.
2Wind Knocked OutphysicalStrength –15, physicalEndurance –10; mentalDiscipline –151 roundThe diaphragm convulses. The body's first priority is now finding air. The fight is an afterthought.
3Rib StrikephysicalStrength –15, physicalBalance –101d3 roundsThe rib cage receives the full report of the blow. The lungs begin their complaint.
4Rib BruisedphysicalStrength –20, physicalEndurance –10 (immediate)Strength penalty rest of encounterDeep bruising settles into the rib. Every breath is a reminder.
5Solar PlexusphysicalStrength –25, physicalEndurance –15; mentalDiscipline –25 (no offensive action this round)Discipline penalty 1 round; Strength penalty 1d3 roundsThe nerve plexus behind the stomach receives the full force. The body has a single opinion and it is not combat.
6Rib CrackedphysicalStrength –20, physicalEndurance –20 (long-term until healed); physicalEndurance –8 (immediate)Long-term until healedThe rib has fractured. Every breath will make this known for the duration of healing.
7Multiple Ribs CrackedphysicalEndurance –12 (immediate); physicalStrength –25, physicalEndurance –25 (long-term); Bleeding (internal): physicalEndurance –2 per roundLong-term until healed; internal bleeding until treatedTwo or three ribs report damage simultaneously. The chest now moves as a group with some members dissenting.
8Rib Driven Into OrganphysicalEndurance –20 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury); Bleeding (internal): physicalEndurance –4 per round; DownedDowned; Severe injury until healed; internal bleeding until treatedThe fractured rib has introduced itself to something that prefers its own company. The damage here is compounding.
9Organ RupturedDowned; physicalEndurance –25 (immediate); physicalStrength –35, physicalEndurance –35 (Severe injury, long-term); Bleeding (internal): physicalEndurance –6 per roundDowned; Severe injury until healed; internal bleeding until treatedSomething inside has failed under compression. The damage is not visible but the target's body is allocating all available resources to the problem.
10Catastrophic Torso BlowDowned immediately; physicalEndurance –30 (immediate); Severe injury to all physical attributes; Bleeding (internal): physicalEndurance –8 per round; death if not stabilized within 1d6 roundsDowned; death without stabilizationThe blow has compressed everything the torso contains simultaneously. The cascade of damage is internal, invisible, and fast.

Blunt — Arms

Critical hit results for blunt weapons striking the arms. Bone fractures and elbow damage define the high-end results.

Blunt — Arms (d10)

Blunt force to the arm seeks bone. The radius, ulna, and humerus are relatively thin and exposed. A solid blow can fracture any of them, and the elbow joint does not survive lateral impact well.

d10EffectConsequenceDurationFlavor
1Arm KnockcombatMeleeWeapon –101 roundThe arm takes a blow. It bounces back.
2Arm BruisecombatMeleeWeapon –10, physicalCoordination –101d3 roundsDeep bruising settles into the arm muscle. The next few swings know about it.
3Forearm StrikephysicalCoordination –15, combatMeleeWeapon –151d3 roundsThe forearm absorbs the impact. The grip tightens then loosens against intention.
4Elbow StrikephysicalCoordination –20, combatMeleeWeapon –20; physicalEndurance –8 (immediate)Penalties rest of encounterThe elbow receives the blow and announces this through the funny bone to every finger.
5Wrist BlowphysicalCoordination –25, combatMeleeWeapon –25Rest of encounterThe wrist has been struck. The grip becomes provisional.
6Forearm FracturedphysicalEndurance –12 (immediate); physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed)Long-term until healedThe radius or ulna has broken. The arm is still functional in the way a bridge with a crack is still functional.
7Elbow Joint DamagedphysicalEndurance –12 (immediate); physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed)Long-term until healedThe elbow joint has been compromised. The arm bends but the angle and the force available are both wrong.
8Weapon Arm ShatteredphysicalEndurance –15 (immediate); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –25 (Severe injury, long-term); Sunder Check on arm armorSevere injury until healedThe bone in the weapon arm has fractured in a way that disables the arm through structural failure. The weapon may drop. The arm cannot catch it.
9Arm DestroyedphysicalEndurance –20 (immediate); physicalCoordination –45, combatMeleeWeapon –45, physicalStrength –30 (Severe injury, long-term); DownedDowned; Severe injury until healedThe arm has been damaged past the point of combat utility. It is still attached to the body but the body has a different relationship with it now.
10Limb Loss CheckRoll on the Limb Loss table. Pending outcome: Downed; physicalEndurance –25 (immediate)Downed; see Limb Loss tableThe force at this level changes the question from fracture to continuity.

Blunt — Legs

Critical hit results for blunt weapons striking the legs. Kneecap destruction and femur fracture end mobility absolutely.

Blunt — Legs (d10)

The legs support everything and protect very little. A blow to the knee or thigh from a mace or maul communicates directly to the bone. The femur will fracture before the muscle above it does. The knee does not tolerate lateral impact at all.

d10EffectConsequenceDurationFlavor
1Leg KnockcombatDefense –10, physicalBalance –51 roundThe leg takes a hit. It remains a leg.
2Shin StrikephysicalBalance –15, combatDefense –101d3 roundsThe shin bone, which is entirely unprotected, meets the weapon with the intimacy this deserves.
3Thigh BruisephysicalBalance –15, combatDefense –151d3 roundsThe thigh muscle absorbs a blow that will make itself known for the rest of the day.
4Knee StrikephysicalBalance –20, combatDefense –20; physicalEndurance –8 (immediate)Penalties rest of encounterThe knee takes a blow from a direction the knee was not designed to receive. It objects.
5Knee Joint CompressedphysicalBalance –25, combatDefense –20Rest of encounterThe joint has been compressed by impact. Running is now theoretical.
6Patella CrackedphysicalEndurance –12 (immediate); Leg Impaired: physicalBalance –30, combatDefense –25 (long-term until healed)Long-term until healedThe kneecap has cracked under the blow. The leg still extends but the joint is compromised.
7Knee ShatteredphysicalEndurance –15 (immediate); Prone; Leg Impaired: physicalBalance –35, combatDefense –35 (long-term until healed)Prone until standing; long-term until healedThe patella has been destroyed rather than cracked. The knee is now a location rather than a joint.
8Femur BlowphysicalEndurance –15 (immediate); physicalBalance –30 (long-term); Prone; Bleeding (internal): physicalEndurance –3 per roundProne until standing; long-term until healed; internal bleeding until treatedThe largest bone in the body has been struck hard enough to crack. The surrounding muscle hemorrhages. The leg still bends. It will not bear weight.
9Femur FracturedDowned; physicalEndurance –25 (immediate); Severe injury: physicalBalance –40, physicalEndurance –30 (long-term); Bleeding (internal): physicalEndurance –5 per roundDowned; Severe injury until healed; internal bleeding until treatedThe femur has broken. Internal bleeding from the fracture site is significant and immediate. The leg is no longer load-bearing in any sense.
10Limb Loss CheckRoll on the Limb Loss table. Pending outcome: Downed; physicalEndurance –25 (immediate)Downed; see Limb Loss tableThe force has reached a scale that questions the continuity of the leg as a concept.

Blunt — Fumbles

Fumble results for blunt weapons. Heavy weapons that miss carry momentum into bad positions. All consequences apply to the attacker.

Blunt — Fumbles (d10)

Blunt weapons are heavy. When they miss, they take the attacker with them. The momentum problem is the defining feature of a blunt fumble — the weapon ends up somewhere, and the attacker ends up somewhere else.

d10TierEffectConsequenceDuration
1MinorShort SwingcombatMeleeWeapon –10 next attack only1 attack
2MinorOff-LinecombatDefense –101 round
3MinorWeapon ShuddercombatMeleeWeapon –10, physicalCoordination –5 (vibration in handle)1 round
4ModerateOver-SwingcombatDefense –20; opponent may make one free attackFree attack immediate; penalty 1 round
5ModerateWeapon DroppedcombatMeleeWeapon –30 until rearmed; weapon lands 1d4 feet awayUntil retrieved
6ModerateMomentum SpinAttacker falls prone; combatMeleeWeapon –20, combatDefense –20Until standing (costs 1 action)
7SeriousShoulder StrainphysicalCoordination –20, physicalStrength –20, combatMeleeWeapon –20Rest of encounter
8SeriousWeapon Strikes GroundSunder Check on weapon; physicalCoordination –15, combatMeleeWeapon –151d3 rounds
9SeriousAlly Caught in ArcNearest ally takes half weapon damage; attacker combatMeleeWeapon –10Ally damage immediate; penalty 1d3 rounds
10CatastrophicFull Momentum ReleaseWeapon leaves hand on follow-through, strikes nearest creature for full damage; attacker prone and disarmed; wrist or shoulder strain: physicalCoordination –20 (rest of encounter)"The hammer completed its arc. It did not need the attacker for the second half."

Ranged Piercing — Head

Critical hit results for ranged piercing weapons (arrows, bolts) striking the head. Shaft retention and penetration depth define severity.

Ranged Piercing — Head (d10)

An arrow or bolt finds the head differently than a thrust does. The range adds velocity; the shaft can lodge and become a secondary problem. Removing an arrow from a wound badly done is often worse than the wound itself.

d10EffectConsequenceDurationFlavor
1Helm DeflectedSunder Check on helm; physicalReflexes –51 roundThe bolt skips off the helm. The head is reminded of the proximity.
2Scalp GrazeBleeding: physicalEndurance –2 per roundUntil treatedThe arrowhead furrows the scalp and continues. A shallow wound, a deep noise.
3Cheek GrazementalWits –10; Bleeding: physicalEndurance –2 per roundWits penalty 1d3 rounds; Bleeding until treatedThe shaft passes close enough to open the cheek. The wind of it was the first warning.
4Ear StruckmentalWits –20, combatDefense –10; Bleeding: physicalEndurance –2 per roundWits penalty 1d3 rounds; Bleeding until treatedThe bolt clips the ear. The ringing is sharp and specific.
5Bolt Lodged in Skull SurfacephysicalReflexes –15, combatDefense –15; bolt must be removed before wound heals (removal: First Aid check, failure deals physicalEndurance –5)Penalties until bolt removed and wound treatedThe bolt has lodged in the outer skull without penetrating. It needs to come out. That process is its own event.
6Eye StruckphysicalCoordination –25, combatMeleeWeapon –25 (long-term, loss of eye); mentalDiscipline –20 (combat shock); DownedDowned; long-term until healedThe bolt has entered the eye socket. The eye is not recoverable. The body is still being sorted.
7Temple PenetrationDowned; mentalWits –35, physicalReflexes –35 (Severe injury, long-term); physicalEndurance –20 (immediate)Downed; Severe injury until healedThe bolt has reached past the temple. Consciousness is an open question.
8Skull PenetratedDowned immediately; Severe injury: all mental attributes –40; physicalEndurance –25 (immediate); death in 1d6 rounds without First AidDowned; death without stabilizationThe bolt is inside the skull now. The records here become medical records.
9Brain ReachedDowned immediately; death in 1d3 rounds without immediate surgical First Aid; physicalEndurance –40 (immediate)Downed; death without immediate stabilizationThere are degrees of this result. None of them are good.
10Through SkullDeath. No stabilization possible. physicalEndurance –60.DeathThe bolt traveled the full depth of the skull. The record does not dwell on it.

Ranged Piercing — Torso

Critical hit results for ranged piercing weapons striking the torso. Lodged shafts and deep organ wounds are the primary concerns.

Ranged Piercing — Torso (d10)

A bolt or arrow in the torso has unique problems beyond the wound itself. The shaft protrudes or is buried, it moves with the target, and removing it requires skill and time neither party typically has in the middle of an encounter.

d10EffectConsequenceDurationFlavor
1Armor StoppedSunder Check on torso armor; physicalCoordination –51 roundThe bolt pierces the armor surface and stops. The arrowhead is visible in the material.
2Shallow HitBleeding: physicalEndurance –2 per roundUntil treatedA shallow wound that will close once the bolt is removed.
3Bolt Lodged ShallowphysicalBalance –10; Bleeding: physicalEndurance –2 per round; bolt must be removed (First Aid check; failure deals physicalEndurance –3)Penalties until bolt removed; Bleeding until treatedThe bolt is embedded in the outer muscle. It will need to come out.
4Rib StruckphysicalEndurance –10 (immediate); physicalStrength –15Strength penalty 1d3 roundsThe arrowhead strikes rib and deflects into muscle. The rib stopped it. The rib also fractured.
5Bolt Lodged DeepphysicalStrength –15, physicalEndurance –15; Bleeding: physicalEndurance –3 per round; bolt must be removed (difficult: First Aid at –20; failure deals physicalEndurance –6)Penalties rest of encounter; Bleeding until treatedThe bolt is deep in the torso muscle. Every movement negotiates with the shaft.
6Gut PiercedphysicalStrength –20 (long-term until healed); physicalEndurance –12 (immediate); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe abdominal cavity has been entered. The infection concern arrives alongside the bleeding concern.
7Lung PiercedphysicalEndurance –15 (immediate); physicalStrength –25, physicalEndurance –25 (long-term); Bleeding: physicalEndurance –5 per roundLong-term until healed; Bleeding until treatedThe lung has been punctured. Each breath is a shorter version of the last. The bolt remaining in place is the only thing preventing faster blood loss.
8Organ StruckphysicalEndurance –20 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round; DownedDowned; Severe injury until healed; Bleeding until treatedThe bolt has reached an organ. The organ has recorded this. The target's body is reallocating.
9Chest Cavity EnteredDowned; physicalEndurance –25 (immediate); Severe injury: physicalStrength –35, physicalEndurance –35; Bleeding: physicalEndurance –7 per roundDowned; Severe injury until healed; Bleeding until treatedThe bolt is inside the chest cavity. This is the healer's problem and it is not a small one.
10Heart or Major VesselDowned immediately; death in 1 round without immediate First Aid; Bleeding: physicalEndurance –12 per roundDowned; death without immediate stabilizationThe bolt has reached a place where the urgency of all other concerns becomes secondary.

Ranged Piercing — Limbs

Critical hit results for ranged piercing weapons striking arms or legs. Used for both limb locations when rolling ranged piercing crits.

Ranged Piercing — Limbs (d10)

Use this table for ranged piercing hits to Arms, Legs, Shoulders, and Neck — locations where the wound depth and shaft retention are the dominant concerns. For Head and Torso, use those dedicated tables.

d10EffectConsequenceDurationFlavor
1Glancing HitcombatDefense –10 or combatMeleeWeapon –10 (attacker's choice of limb impacted)1 roundThe bolt grazes the limb and passes on.
2Shallow PenetrationBleeding: physicalEndurance –2 per roundUntil treatedThe arrowhead is in the limb muscle, shallowly. It comes out easily enough.
3Bolt LodgedphysicalCoordination –15 or physicalBalance –15; Bleeding: physicalEndurance –2 per round; bolt must be removed (First Aid check; failure: physicalEndurance –3)Penalties until bolt removed; Bleeding until treatedThe bolt is in the limb. Every movement is a reminder.
4Through and ThroughphysicalCoordination –20 or physicalBalance –20; Bleeding: physicalEndurance –3 per roundPenalties rest of encounter; Bleeding until treatedEntry and exit. Two wounds, both bleeding.
5Bone StruckphysicalEndurance –8 (immediate); physicalCoordination –25 or physicalBalance –25Penalties rest of encounterThe bolt hits bone and the limb reports the interaction immediately.
6Deep PenetrationphysicalCoordination –25 or physicalBalance –25 (long-term until healed); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe bolt is deep. Removing it without additional damage requires a skilled hand and a calm patient, neither of which may be available.
7Artery GrazedBleeding: physicalEndurance –6 per round; physicalCoordination –20 or physicalBalance –20 (long-term)Long-term until healed; Bleeding until treatedThe bolt has found a vessel. The count is now in effect.
8Bone FracturedphysicalEndurance –15 (immediate); physicalCoordination –35 or physicalBalance –35 (long-term until healed); Bleeding: physicalEndurance –4 per roundLong-term until healed; Bleeding until treatedThe bone has broken. The limb is still attached but has stopped being useful in the way it was.
9Artery StruckBleeding: physicalEndurance –8 per round; physicalCoordination –30 or physicalBalance –30 (long-term); Downed if not stabilized within 2 roundsDowned without stabilization; long-term until healedThe major vessel has been opened by the bolt. Immediate pressure and skilled treatment are the only answers.
10Limb Loss CheckRoll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per roundDowned; see Limb Loss tableThe penetration has reached a depth and angle that makes the continuity of the limb uncertain.

Ranged Blunt — All Locations

Critical hit results for ranged blunt weapons (sling stones, lead bullets). Concussive force delivered at range. Use the location from the d100 roll to shade flavor.

Ranged Blunt — All Locations (d10)

A sling stone or lead bullet delivers concentrated blunt force at range. Unlike a mace, there is no follow-through — only impact. The zone struck modifies the expected anatomy but the mechanical principle is the same: concussion, fracture, organ compression. Cross-reference the d100 location for anatomical flavor; the consequences below apply regardless of zone.

d10EffectConsequenceDurationFlavor
1Glancing ImpactcombatDefense –10 or mentalWits –10 (Head); combatMeleeWeapon –10 or physicalBalance –10 (other zones)1 roundThe stone catches the edge of the target. The energy does not fully transfer.
2Solid StrikephysicalEndurance –5 (immediate); relevant attribute –10 (zone-appropriate)1 roundA clean hit that finds flesh or bone and leaves a bruise the size of the stone.
3Ringing HitmentalWits –15 (Head) or physicalCoordination/physicalBalance –15 (limb zones)1d3 roundsThe impact resonates through the struck zone. The ringing is literal for head hits. For limb hits it is the numbness that follows bone contact.
4Staggering BlowphysicalEndurance –8 (immediate); Staggered: combatMeleeWeapon –15, combatDefense –151d3 roundsThe impact is solid enough to stagger the target. Forward momentum has become a problem.
5Bone ContactphysicalEndurance –10 (immediate); zone-relevant penalty –20Rest of encounterThe stone has reached a bone through the muscle above it. The bone has filed a report.
6DazedmentalWits –20, combatDefense –15 (Head / Neck); physicalCoordination or physicalBalance –20 (limbs); Stunned: physicalReflexes –20 (Torso)1d3 roundsThe concussive force disrupts the target's immediate capacity for organized action.
7Bone CrackedphysicalEndurance –12 (immediate); zone-relevant severe penalty –30 (long-term until healed)Long-term until healedA bone in the struck zone has fractured under the impact. The damage is structural.
8Hard KnockdownphysicalEndurance –15 (immediate); Prone; zone-relevant attribute –25 (rest of encounter)Prone until standingThe impact has moved the target from standing to not-standing. This was not a voluntary decision.
9Severe ImpactDowned; physicalEndurance –20 (immediate); Severe injury: zone-relevant attributes –35 (long-term until healed)Downed; Severe injury until healedThe stone has delivered enough force to close this chapter of the fight. The target will need time before the next one.
10Catastrophic StrikeDowned immediately; physicalEndurance –25 (immediate); death if not stabilized within 1d6 rounds (Head/Neck result) or Severe injury (other zones)Downed; Head/Neck: death without stabilization; other zones: Severe injury until healedThe stone has delivered a killing force. For head results this is immediate. For other zones it is a long and difficult recovery.

Ranged Slashing — All Locations

Critical hit results for ranged slashing weapons (thrown blades, chakrams). Flying edges cause cutting wounds with the momentum of ranged delivery.

Ranged Slashing — All Locations (d10)

A thrown blade or chakram combines the cutting properties of slashing weapons with the velocity of a projectile. The wound is a cut, often deeper than a comparable melee slash, and without the attacker's close involvement in the aftermath. Cross-reference the d100 location for anatomical flavor; apply the consequences as written.

d10EffectConsequenceDurationFlavor
1Glancing CutBleeding: physicalEndurance –1 per round; combatDefense –5Bleeding until treated; penalty 1 roundThe blade catches the target at an angle. A shallow cut, moving fast.
2Clean CutBleeding: physicalEndurance –2 per round; zone-relevant attribute –10Bleeding until treated; penalty 1d3 roundsThe blade opens a clean wound and embeds nearby or continues past.
3Deep CutBleeding: physicalEndurance –3 per round; zone-relevant attribute –15Bleeding until treated; penalty 1d3 roundsThe velocity carries the blade deeper than a hand-held strike would have.
4Blade EmbeddedBleeding: physicalEndurance –3 per round; zone-relevant attribute –15; blade must be removed (First Aid check; failure: physicalEndurance –4)Penalties until blade removed; Bleeding until treatedThe blade has lodged in the wound. Removal is its own problem.
5Severe CutBleeding: physicalEndurance –4 per round; zone-relevant attribute –20Bleeding until treated; penalties rest of encounterA deep wound that opens more than the surface.
6Tendon or Vessel CaughtBleeding: physicalEndurance –5 per round; zone-relevant attribute –25 (rest of encounter)Bleeding until treatedThe cutting edge has reached something functional below the surface.
7Major Vessel CutBleeding: physicalEndurance –6 per round; zone-relevant attribute –20 (long-term until healed)Long-term until healed; Bleeding until treatedThe blade has opened a significant vessel. The blood confirms it.
8Deep Structural CutphysicalEndurance –12 (immediate); Bleeding: physicalEndurance –6 per round; zone-relevant Severe injury –30 (long-term)Severe injury until healed; Bleeding until treatedThe cut has gone deep enough to damage structural tissue. Muscle, tendon, and potentially bone have all been involved.
9Catastrophic CutDowned; Bleeding: physicalEndurance –8 per round; Severe injury: zone-relevant attributes –35 (long-term)Downed; Severe injury until healed; Bleeding until treatedThe wound is extensive. The blade has passed through the zone with a thoroughness that changes the prognosis.
10Limb Loss Check or DeathHead/Neck/Torso: Downed; death in 1d3 rounds without First Aid; Bleeding: –10 per round. Limb zones: Roll on Limb Loss table; Downed.Downed; death (vital zones) or Limb Loss table (limb zones)The blade's passage at this velocity has resolved the question of the struck zone's continuity.

Ranged — Fumbles

Fumble results for all ranged weapons. Misfires, broken strings, and stray shots apply to the attacker or their equipment.

Ranged — Fumbles (d10)

Ranged fumbles are equipment and positioning failures. The weapon misfires, the string breaks, the throw goes wrong. All consequences apply to the attacker. This table applies to all ranged weapon types.

d10TierEffectConsequenceDuration
1MinorShort ShotProjectile falls short; no damage to any targetImmediate
2MinorWidecombatRangedWeapon –10 next attack1 attack
3MinorPoor FormcombatRangedWeapon –10, combatDefense –51 round
4ModerateString Snap (bows/crossbows) / Grip Slip (thrown)Weapon inoperable until restrung or retrieved; combatRangedWeapon –30 until repairedUntil repaired or retrieved
5ModerateMisfireProjectile misfires; Sunder Check on weapon; combatRangedWeapon –15Weapon penalty 1d3 rounds
6ModerateExposedcombatDefense –20 (exposed during draw/throw); opponent may make one free ranged or melee attackFree attack immediate; penalty 1 round
7SeriousString Cuts Hand (bow only) / Wrist Sprain (thrown)physicalCoordination –20, combatRangedWeapon –20; Bleeding: physicalEndurance –1 per round (bow string cut)Rest of encounter; Bleeding until treated
8SeriousBolt Jammed (crossbow) / Throw InvertedWeapon requires full action to clear; attacker prone (thrown weapons); combatRangedWeapon –30Until cleared/standing
9SeriousAlly in the ArcNearest ally takes half weapon damage; attacker combatRangedWeapon –10Ally damage immediate; penalty 1d3 rounds
10CatastrophicWeapon Destroyed or Critical Self-HitWeapon destroyed (Sunder fails catastrophically); OR attacker takes full weapon damage to arm location; attacker prone"The bow came apart in both hands. The investigation afterward determined that something had been wrong with it for some time."

Unarmed — Head

Critical hit results for unarmed strikes to the head. Concussion-spectrum results dominate; direct kills are rare.

Unarmed — Head (d10)

An unarmed strike to the head carries the force of a body in motion — a fist, elbow, knee, or headbutt. Bare knuckles do not cut; they compress. The brain receives this compression as a series of objections to the skull's sudden deceleration.

d10EffectConsequenceDurationFlavor
1Glancing CuffmentalWits –101 roundThe fist catches the side of the head. Not enough to stop anyone. Enough to remind them.
2Ringing SlapmentalWits –15, combatDefense –51 roundAn open palm or the flat of a forearm catches the ear. The ring is brief and specific.
3Solid HookmentalWits –15, physicalReflexes –101d3 roundsA clean punch to the jaw or temple. The target is still present but their attention has been redistributed.
4Jaw HitmentalWits –20, mentalDiscipline –15; physicalEndurance –6 (immediate)Wits penalty 1d3 rounds; Discipline penalty 1 roundThe jaw takes the strike. Teeth compare notes. The target's next few thoughts are slow.
5Eye StrikephysicalCoordination –20, combatMeleeWeapon –201d3 roundsA thumb, knuckle, or elbow catches the eye. It weeps and closes. The fight continues on one eye.
6Daze StrikementalWits –25, combatDefense –20 (Dazed)1d3 roundsA heavy strike to the temple or crown. The brain is working but not on this problem.
7Hard KnockdownProne; mentalWits –25, physicalReflexes –20; physicalEndurance –8 (immediate)Prone until standing; Wits penalty 1d3 roundsThe blow puts the target on the ground. The decision was made for them.
8StunnedphysicalReflexes –30, combatDefense –30 (Stunned, no actions); physicalEndurance –12 (immediate)1 roundThe brain has paused. The body is managing on its own for one round, and it has a limited repertoire.
9ConcussionDowned; mentalWits –30, mentalDiscipline –25 (Severe concussion, long-term until healed); physicalEndurance –15 (immediate)Downed; Severe injury until healedThe brain has been shaken into a state that the body will spend time correcting. The target is down and the question of when they get up again belongs to the healer.
10KnockoutDowned immediately; unconscious for 1d6 minutes; mentalWits –30, mentalDiscipline –30 (long-term until healed); physicalEndurance –20 (immediate)Unconscious 1d6 minutes; then Downed; long-term until healedThe body handles this administratively. The fighter is present. The fighter is not available.

Unarmed — Neck / Throat

Critical hit results for unarmed strikes at the neck. Throat strikes and choke-range control define this zone.

Unarmed — Neck / Throat (d10)

An unarmed throat strike or choke is among the most effective unarmed techniques and among the most dangerous. Unlike weapon attacks, unarmed neck attacks tend toward control rather than immediate death — a choke ends the fight by ending consciousness, not by ending the target.

d10EffectConsequenceDurationFlavor
1Throat TapmentalDiscipline –101 roundThe strike catches the throat just below full force. The target coughs.
2Carotid TapmentalWits –15, physicalReflexes –101d3 roundsA strike to the carotid sinus. Brief pressure disrupts circulation. The target goes slow.
3Throat StrikementalDiscipline –20; physicalEndurance –6 (immediate)Discipline penalty 1d3 roundsA direct blow to the trachea. The body redirects all resources to the breathing problem.
4Neck Muscle StrikephysicalStrength –20, combatMeleeWeapon –151d3 roundsA hard edge or forearm across the side of the neck. The head tilts. The arm weakens.
5Choke AttemptTarget is Grappled (combatMeleeWeapon –20, combatDefense –20); attacker may maintain hold each round (contested Strength vs Endurance)Until escaped or releasedThe arm is around the throat. The question is now about who wins the contest of endurance vs grip.
6Wind ChokephysicalStrength –20, physicalEndurance –15; mentalDiscipline –25 (panic)Rest of encounterThe windpipe is partially compressed. Breathing is labored. The panic is a secondary problem that becomes primary.
7Blood ChokephysicalReflexes –25, combatDefense –25; if maintained 2 rounds: Downed (unconscious)Penalties until escaped; unconscious 1d6 minutes if fully appliedThe carotid vessels are compressed. The brain is being asked to work on a reduced supply. It will manage this for a limited time.
8Neck CrankphysicalEndurance –10 (immediate); physicalStrength –25, combatMeleeWeapon –30 (long-term until healed); GrappledGrappled until escaped; long-term until healedThe neck is being leveraged against its preferred range of motion. Every degree of resistance costs.
9Full Choke AppliedDowned if not escaped within 1 round (contested roll); unconscious for 1d6 minutes; physicalStrength –25 (long-term)Downed; unconscious 1d6 minutes; long-term until healedThe blood choke has been fully applied. The count is brief.
10Neck BreakDowned immediately; physicalEndurance –30 (immediate); death or permanent paralysis (GM determination); cervical fractureDowned; permanent unless treated immediately by skilled healerThe neck has been compromised at a structural level. The body's conversation with the brain has been interrupted.

Unarmed — Shoulders

Critical hit results for unarmed strikes at the shoulders. Joint locks and arm control dominate this zone.

Unarmed — Shoulders (d10)

Unarmed shoulder attacks prioritize control. A throw, a joint lock at the shoulder, or a precise strike to the acromioclavicular joint produces disabling results that a punch to the torso cannot match.

d10EffectConsequenceDurationFlavor
1Shoulder ShovephysicalCoordination –10, combatMeleeWeapon –101 roundThe strike pushes the shoulder off-line. The weapon arm finds itself pointing somewhere else.
2Deltoid StrikephysicalCoordination –15, combatMeleeWeapon –151d3 roundsA hard blow to the deltoid. The arm absorbs it and loses power.
3Nerve StrikephysicalCoordination –20, combatMeleeWeapon –201d3 roundsA precise strike to the brachial plexus region. The arm lights up with a sensation between pain and electricity and resolves itself into numbness.
4AC Joint StrikephysicalCoordination –20, physicalStrength –15, combatMeleeWeapon –20Rest of encounterThe acromioclavicular joint takes a direct hit. The shoulder is still functional in a reduced sense.
5Shoulder ThrowProne; physicalCoordination –20, combatMeleeWeapon –20Prone until standing; penalties 1d3 roundsThe attacker uses the shoulder as a lever point. The target meets the ground.
6Shoulder LockGrappled; physicalCoordination –25, combatMeleeWeapon –30 (while locked)Until escaped (contested Strength vs Coordination)The shoulder joint is being controlled. The arm goes where the attacker directs it and nowhere else.
7Shoulder DislocatedphysicalEndurance –12 (immediate); physicalCoordination –35, physicalStrength –25, combatMeleeWeapon –35 (long-term until healed)Long-term until healedThe ball has left the socket. The shoulder tells everyone about this loudly and continues to object until it is reduced.
8Arm Bar from ShoulderProne; Grappled; physicalCoordination –30, combatMeleeWeapon –35; if opponent maintains: risk of break (Strength vs Strength contest, failure: Severe injury)Prone and Grappled until escaped; Severe injury if break occurs (long-term)The arm is extended and leveraged against the shoulder socket. The physics are unfavorable for the target.
9Shoulder DestroyedphysicalEndurance –20 (immediate); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –30 (Severe injury, long-term); DownedDowned; Severe injury until healedThe joint has been broken in the process of the lock or throw. The dislocation and fracture are now one event.
10Full Arm Control + BreakDowned; physicalCoordination –45, combatMeleeWeapon –45, physicalStrength –35 (Severe injury, permanent without healer); Grappled until released by attackerDowned; permanent disability without healer interventionThe arm has been broken at the shoulder. The attacker controls the wreckage.

Unarmed — Torso

Critical hit results for unarmed strikes to the torso. Body blows, grapples, and takedowns define this zone.

Unarmed — Torso (d10)

Torso strikes from an unarmed fighter aim for the solar plexus, liver, kidneys, and floating ribs. The high-end results are grappling and takedown techniques that remove the target from the fight structurally.

d10EffectConsequenceDurationFlavor
1Glancing Body BlowphysicalStrength –101 roundThe blow catches the side and the body absorbs it.
2Body ShotphysicalStrength –15, physicalEndurance –8 (immediate)Strength penalty 1d3 roundsA hard shot to the midsection. The body communicates this upward.
3Floating Rib StrikephysicalStrength –15, physicalBalance –101d3 roundsThe floating rib is an easy target and the body makes its feelings clear.
4Wind Knocked OutphysicalStrength –20; mentalDiscipline –20 (no offensive action this round)Discipline penalty 1 round; Strength penalty 1d3 roundsThe solar plexus is a reliable target and a predictable result. The body is doing other things for a moment.
5Liver ShotphysicalStrength –25, physicalEndurance –15 (immediate)1d3 roundsThe liver has a limited sense of humor about being struck. The pain is sharp and immediate and the body communicates its position on the matter clearly.
6Kidney StrikephysicalStrength –20, physicalEndurance –20 (long-term); physicalEndurance –10 (immediate)Long-term until healedThe kidney takes a blow and the pain is a different quality than other pain — deeper, more insistent.
7TakedownProne; physicalStrength –20, physicalEndurance –10 (immediate)Prone until standing (costs 1 action)The attacker puts the target on the ground through body mechanics rather than strength. The ground arrives before the decision to go there.
8Clinch and DriveGrappled; Prone; physicalStrength –20, combatMeleeWeapon –25Prone and Grappled until escapedThe attacker has closed distance and taken the target to the ground. Both are now dealing with the different problem of ground fighting.
9Rib BreakphysicalEndurance –15 (immediate); physicalStrength –25, physicalEndurance –25 (long-term until healed); DownedDowned; long-term until healedA rib has broken under the impact. The pain is the first problem. The lung proximity is the second.
10Full Body SlamDowned; physicalEndurance –20 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); possible rib-into-organ (GM determination)Downed; Severe injury until healedThe full weight of the attacker has been applied to the target through a controlled slam. The ground and the attacker have cooperated against the target.

Unarmed — Arms

Critical hit results for unarmed strikes and joint attacks to the arms. Joint locks and elbow breaks are the primary tools.

Unarmed — Arms (d10)

Unarmed arm attacks are the heart of grappling technique. A straight arm is a lever; the elbow joint is the fulcrum. The high-end results here are joint-control techniques that disarm and disable simultaneously.

d10EffectConsequenceDurationFlavor
1Arm Parried AwaycombatMeleeWeapon –101 roundThe weapon arm is knocked off its intended line.
2Forearm StrikephysicalCoordination –15, combatMeleeWeapon –151d3 roundsA hard strike to the forearm. The weapon stays in the hand but the grip becomes provisional.
3Hammer Fist to ForearmphysicalCoordination –20, combatMeleeWeapon –201d3 roundsThe weapon arm receives a heavy impact. The hand considers releasing the weapon and decides against it, this round.
4Elbow StrikephysicalEndurance –8 (immediate); physicalCoordination –20, combatMeleeWeapon –20Rest of encounterThe elbow joint is struck. The funny bone delivers its unfunny report to every finger.
5Disarm AttemptWeapon drops if Strength check failed (contested: attacker Coordination vs defender Strength); combatMeleeWeapon –25 until rearmed if disarmedUntil rearmedThe strike targets the weapon hand. The weapon is now a negotiation.
6Wrist LockGrappled (weapon arm); physicalCoordination –25, combatMeleeWeapon –30 (while locked)Until escaped (contested Coordination vs Strength)The wrist has been captured and is being controlled. The weapon is still in the hand. The hand is going where the attacker decides.
7Arm BarGrappled; Prone if fully applied; physicalCoordination –30, combatMeleeWeapon –35; if maintained: Severe injury risk (contested Strength)Grappled and Prone until escaped; Severe injury if break occursThe arm is extended and controlled. The elbow is pointing the wrong direction relative to where the attacker is applying force.
8Elbow HyperextendedphysicalEndurance –12 (immediate); physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed)Long-term until healedThe elbow has gone past its range. The tendons have expressed their objection. The arm will work again — differently, and later.
9Arm BrokenphysicalEndurance –15 (immediate); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –25 (Severe injury, long-term); DownedDowned; Severe injury until healedThe arm has broken under the joint lock or direct strike. The weapon is down. So is the fighter.
10Full Joint DestructionphysicalEndurance –20 (immediate); physicalCoordination –45, combatMeleeWeapon –45, physicalStrength –35 (Severe injury, permanent without healer); DownedDowned; permanent without healer interventionThe elbow or wrist joint has been destroyed through the leverage applied. The arm is functionally finished.

Unarmed — Legs

Critical hit results for unarmed strikes and leg attacks. Knee strikes, leg sweeps, and joint attacks define this zone.

Unarmed — Legs (d10)

Leg attacks from an unarmed fighter favor sweeps, kicks, and knee destructions. A fighter who cannot stand cannot fight. The legs are the foundation, and an unarmed specialist knows how to remove it.

d10EffectConsequenceDurationFlavor
1Leg TapphysicalBalance –101 roundA strike to the thigh. The leg is reminded of the fight.
2Shin KickphysicalBalance –15, combatDefense –51d3 roundsThe shinbone is unguarded and unforgiving as a surface. Both parties know this immediately.
3Thigh KickphysicalBalance –15, combatDefense –151d3 roundsThe quad receives a strike and the muscle cramps in response.
4Back of KneephysicalBalance –20, combatDefense –15; physicalEndurance –6 (immediate)Penalties rest of encounterThe strike behind the knee exploits the joint's weakest direction. The leg folds slightly.
5Leg SweepProne; physicalBalance –20Prone until standing; balance penalty 1d3 roundsThe sweep takes the leg and the body follows the leg.
6Knee KickphysicalBalance –25, combatDefense –20; physicalEndurance –8 (immediate)Rest of encounterA kick to the side of the knee. The joint was not designed for this input.
7Knee DestroyedProne; physicalBalance –35, combatDefense –30 (long-term until healed); physicalEndurance –12 (immediate)Prone until standing; long-term until healedThe knee joint has been compromised by the lateral force. The leg is still attached to the body in all the usual ways. The joint is not working in the usual way.
8Ankle LockGrappled (leg); Prone; physicalBalance –30, combatDefense –30Prone and Grappled until escaped; penalties until escapedThe ankle is controlled. The leg is controlled. The fighter is controlled, laterally.
9Leg BrokenphysicalEndurance –15 (immediate); physicalBalance –40, combatDefense –40 (Severe injury, long-term until healed); DownedDowned; Severe injury until healedThe leg has broken under the kick or joint attack. The fighter is no longer a standing problem.
10Full Leg DestructionDowned; physicalEndurance –20 (immediate); physicalBalance –45, combatDefense –45 (Severe injury, permanent without healer)Downed; permanent without healer interventionThe leg has been disabled at a structural level. The fight is over from the ground up.

Unarmed — Fumbles

Fumble results for unarmed combat. Missed strikes, overextended grapples, and self-inflicted impact apply to the attacker.

Unarmed — Fumbles (d10)

Unarmed fumbles involve the attacker's body becoming the problem. Overextension, lost balance, and contact with the target's armor or weapon at the wrong angle. All consequences apply to the attacker.

d10TierEffectConsequenceDuration
1MinorWild SwingcombatMeleeWeapon –10 next attack only1 attack
2MinorOff-BalancecombatDefense –101 round
3MinorKnuckle Strike on ArmorphysicalEndurance –1d4 (hand struck armor); physicalCoordination –51 round
4ModerateOverextended GrapplecombatDefense –20; opponent may make one free attackFree attack immediate; penalty 1 round
5ModerateMissed and PulledProne; combatMeleeWeapon –15, combatDefense –15Until standing (costs 1 action)
6ModerateGrapple ReversedGrappled by opponent; attacker combatMeleeWeapon –20, combatDefense –20Grappled until escaped
7SeriousWrist SprainphysicalCoordination –25, combatMeleeWeapon –20Rest of encounter
8SeriousTakedown on SelfAttacker thrown to ground; Prone; physicalEndurance –8 (immediate); combatMeleeWeapon –20, combatDefense –20Prone until standing; penalties 1d3 rounds
9SeriousStruck Own Weapon (if armed ally nearby)Nearest armed ally takes half weapon damage OR attacker physicalEndurance –1d8 from own impactImmediate
10CatastrophicFull Self-TakedownAttacker prone and pinned (opponent may choose to auto-Grapple); physicalCoordination –25, combatDefense –25; physicalEndurance –10 (impact)"The attempt at a takedown failed in all the ways that suggest it was the first attempt, and perhaps the last."

Limb Loss

Resolution table for critical results that trigger a Limb Loss check. Rolled when weapon tables produce a result referencing this table.

Limb Loss

When a weapon table result directs you here, roll d10. This table determines whether the limb has been lost and, if so, at what level. Limb Loss is not automatic on a 10 — the weapon-table result that referenced this table must have reached a catastrophic threshold first.

When to roll this table

Only roll here when a result explicitly says "Roll on the Limb Loss table." Not all critical 10s produce limb loss — only those that reference this table. Weapon type and zone determine eligibility.

d10ResultConsequenceBleedingLong-term
1–2Limb IntactSevere injury to limb only; no lossphysicalEndurance –4 per roundSevere injury until healed
3–4Partial SeveringLimb attached by tissue only; functionless; surgical amputation required or Severe injury remains permanentlyphysicalEndurance –6 per roundSevere injury; limb non-functional until surgically addressed
5–6Distal AmputationHand or foot lost (arm/leg) or fingers/toes (hand/foot result); or ear/nose (head result)physicalEndurance –5 per round; tourniquet stops bleedingPermanent: relevant fine-motor attributes –30; prosthetic may partially compensate
7–8Mid-Limb AmputationArm lost at elbow or leg lost at knee; Downed; immediate unconsciousness from shock (1d6 minutes)physicalEndurance –8 per round; tourniquet stops bleedingPermanent: limb absent; physicalCoordination –40 or physicalBalance –40; prosthetic restores limited function
9High AmputationArm lost at shoulder or leg lost at hip; Downed; immediate unconsciousness; death in 3 rounds without immediate tourniquet and First AidphysicalEndurance –10 per roundPermanent: limb absent; no prosthetic equivalent; major attribute reduction
10Catastrophic LossLimb lost at highest possible level; Downed; immediate unconsciousness; death in 1 round without immediate interventionphysicalEndurance –12 per roundPermanent: death without immediate First Aid and surgical follow-up

Tourniquet

A tourniquet stops limb bleeding immediately. Applying one requires one action and a First Aid check (no penalty). Tourniquet does not treat the wound — it stops the immediate threat. The wound still requires surgical treatment. A tourniquet left on longer than one hour causes permanent damage to the limb below the application point.

Mounted Combat — Critical Modifications

How mounted combat modifies crit and fumble resolution. Mount crits and dismount results are covered here.

Mounted Combat — Critical Modifications

When a critical hit or fumble occurs in mounted combat, the presence of the mount changes the resolution. A mounted fighter striking down at a ground opponent and a ground fighter striking up at a mounted opponent each face different tables of outcomes. This section provides those modifications.

Critical Hits Against a Mounted Target

When a critical hit strikes a mounted target, roll d10 after the location roll. On a 1–6, the result strikes the rider as normal. On a 7–9, the result strikes the mount instead (use Creature table). On a 10, the rider is Dismounted: Prone and Downed; mount panics (full Morale check).

d10TargetEffect
1–6RiderResolve using the normal weapon table for the zone rolled.
7–9MountThe blow strikes the mount. Use the Creature table below for zone and severity. If the mount is Downed, the rider must make a Riding check (difficulty tier increases by 1) or be Dismounted (Prone).
10DismountRider is thrown. Prone and Downed. Mount panics — Riding check required to control on the mount's next activation or it flees.

Fumbles While Mounted

d10EffectConsequence
1–4Normal fumble resultResolve using the attacker's weapon fumble table. Mounted position provides no protection from fumbles.
5–7Mount DisturbedMount loses composure; Riding check or mount moves erratically 1d3 hexes away from intended direction.
8–9Saddle LossRider loses secure seating; combatMeleeWeapon –15, combatDefense –15 until reseated (1 action, Riding check).
10Involuntary DismountRider falls. Prone. physicalEndurance –1d8 (fall). Mount may flee.

Charging Criticals

A mounted charge that produces a critical hit resolves the normal weapon table but adds: if the target is Medium or smaller, a Knockdown check triggers after the wound is applied (physicalBalance –20, resisted vs Strength; failure: Prone and pushed 1 hex).

Creature Critical Hits

Modified resolution for creatures with non-standard anatomy. Used when crits land on creatures that lack normal humanoid zones.

Creature Critical Hits

Creature critical hits follow the same two-roll sequence as humanoid crits — location then effect — but the anatomy differs. Use the Creature Location table below in place of the standard d100 location table when the target is a non-humanoid creature.

Creature Hit Location (d100)

Roll (d100)ZoneNotes
01–10Head / FaceEyes, jaw, horns if present. Use Head column from weapon table.
11–20NeckThroat, cervical area, if applicable. Use Neck/Throat column. Creatures without defined necks: reroll.
21–50Torso / BodyMain body mass. Use Torso column from weapon table.
51–60Forelimbs / Arms / ClawsFront limbs, wings (if primary weapons), tentacles. Use Arms column.
61–70Hindlimbs / LegsRear limbs, haunches. Use Legs column.
71–85Flanks / AbdomenExposed belly or flank, often unarmored. Use Torso column at +1 severity tier.
86–95Tail / AppendageTail, secondary limb, or distinctive appendage. Use Legs column; Limb Loss table applies on 10.
96–100Exposed WeaknessEyes, underbelly, gills, exposed heart — GM defines per creature type. Treat as Head result at full severity regardless of weapon type.

Creature Severity Modifiers

Creature TypeModifierNotes
Standard beastNoneUse weapon tables as written.
Large creature–1 tier on d10 resultLarge creatures absorb damage better. Reduce effective d10 by 1 (minimum 1).
Huge / Giant creature–2 tiers on d10 resultMinimum effective d10 result is 1. Catastrophic effects require a natural 10 before modifier.
Exposed weakness zone+2 tiers on d10 resultMaximum effective d10 result is 10. Natural 10s on the location roll add +1 to the effect roll.
Undead / ConstructBleeding effects ignored; Stunned effects halvedUndead and constructs do not bleed and may not be stunned. All other Consequence effects apply.
ElementalPhysical Severe injuries inapplicable; use GM-defined equivalentElementals lack organs. Wound effects should be translated to equivalent functional disruption (fire creature: core disrupted, water creature: form dispersed, etc.).

Creatures without the relevant zone

If a location roll produces a zone the creature does not have (e.g., Neck for a serpent, Legs for a flying creature currently airborne), reroll the location once. If the second roll also produces a missing zone, treat it as a Torso result.

Status Glossary

Precise definitions for all status conditions used in The Red Ledger. Each entry lists the mechanical effect, the duration trigger, and how it clears.

Status Glossary

Every status term used in these tables has a precise mechanical meaning. These definitions are authoritative. When a table entry conflicts with a general rule, the table entry takes precedence for that specific result.

StatusMechanical EffectDurationClears When
BleedingphysicalEndurance loses the listed amount per round at the start of that character's turn. Amount varies by entry.Ongoing each roundSuccessful First Aid check (no penalty unless otherwise noted). One check ends the bleeding entirely. The wound remains; the blood loss stops.
DazedmentalWits –20, combatDefense –10. The target can act but perception and defense are compromised.Listed rounds (usually 1d3)Duration expires. Cannot be cleared early by any standard action.
DownedThe character is unconscious or incapacitated. They cannot take any action. HP may be at 0 or below, or the result explicitly states Downed regardless of HP.Until stabilized or condition resolvesSuccessful First Aid check stabilizes the character (they remain unconscious but stable). A Downed character with HP above 0 may attempt a Constitution-equivalent check to regain consciousness after 1d3 rounds.
GrappledThe target is physically held or controlled by the attacker. combatMeleeWeapon –20, combatDefense –20. The target cannot use two-handed weapons. Movement is impossible unless the grappler moves.Until escaped or releasedContested Strength check (target vs attacker) once per round as a standard action. Success ends the grapple. Alternatively, the attacker may choose to release.
PronecombatMeleeWeapon –20, combatDefense –20. Ranged attacks against a Prone target from beyond adjacent range gain –10 (harder to hit a low target). Melee attacks against a Prone target from an adjacent standing attacker gain +10.Until standingCosts 1 action to stand. Standing from Prone does not trigger zone-of-control exhaustion.
Severe InjuryThe listed attributes are reduced by the listed amount. Severe injury cannot be recovered during an encounter. It requires treatment by a healer (Medical skill) and rest.Long-term until healed by a healerSuccessful Medical check by a trained healer, plus rest time (GM determination based on severity). Some severe injuries may be permanent without surgical intervention.
StunnedphysicalReflexes –20, combatDefense –20. The target cannot take offensive actions this round. They may still defend and move at half speed.Listed rounds (usually 1 round)Duration expires. Stun does not stack — a second stun result refreshes the duration rather than adding to it.
Arm ImpairedphysicalCoordination –20 or more (as listed), combatMeleeWeapon –20 or more. The arm functions but at reduced capacity. Two-handed weapons require an additional –10 if the impaired arm is involved.Rest of encounter to long-term (as listed)Short-term: end of encounter. Long-term: healer treatment and rest.
Leg ImpairedphysicalBalance –20 or more (as listed), combatDefense –20 or more. Movement speed is halved. The target cannot run.Rest of encounter to long-term (as listed)Short-term: end of encounter. Long-term: healer treatment and rest.
Combat ShockmentalDiscipline –20, mentalWits –10. The target is psychologically disrupted by the severity of an injury.1d3 roundsDuration expires.

Consequence Attribute Reference

All attributes referenced in Red Ledger consequence entries, with brief definitions.

Consequence Attribute Reference

Consequence entries reference attributes by their system name. The table below maps each attribute name to what it governs and where it matters most.

AttributeGovernsAffected by
physicalStrengthRaw power: damage output, carrying capacity, Strength-check resultsMuscle damage, fatigue, severe injuries to torso and shoulders
physicalEnduranceHit points, stamina, resistance to ongoing harmDirect damage, bleeding, severe injury; also used as the HP pool
physicalCoordinationFine motor control, weapon handling, off-hand actionsArm and shoulder wounds, wrist injuries, nerve damage
physicalBalanceFooting, stance, movement on difficult terrainLeg and ankle wounds, knockdowns, kneecap damage
physicalReflexesInitiative, reaction speed, early-warning avoidanceHead trauma, concussion, nerve damage, stun effects
mentalWitsSituational awareness, perception checks, tactical decisionsHead trauma, daze effects, blood loss to the brain
mentalDisciplineMorale, pain tolerance, resistance to fear and shockSevere wounds, combat shock, threatening results
combatMeleeWeaponTo-hit and quality of melee attack rollsArm impairment, coordination loss, weapon-arm injuries
combatRangedWeaponTo-hit and quality of ranged attack rollsHand and wrist injuries, balance disruption, visual impairment
combatDefenseDefense roll target numbers and base avoidanceLeg impairment, prone status, stagger effects, mental disruption

Healing and Recovery Reference

How wounds from The Red Ledger tables are treated. Short-term vs long-term recovery, First Aid vs medical treatment.

Healing and Recovery Reference

These tables use two healing pathways: First Aid (immediate, field treatment) and Medical (skilled treatment for severe injuries). The table below summarizes what each can and cannot address.

Wound TypeFirst AidMedical TreatmentRest Only
BleedingStops bleeding immediately on success. One check, no ongoing rolls required.Not required unless wound depth also causes Severe injury.No — bleeding continues without treatment.
Short-term Consequence (1–1d3 rounds)Cannot clear short-term consequences early.Not applicable; these expire naturally.Expires at end of duration.
Encounter-duration ConsequenceCannot clear encounter-duration consequences.Can clear with successful Medical check after the encounter.Clears after full rest (8 hours).
Long-term / Severe InjuryCannot clear Severe injuries. First Aid stabilizes only.Required. Skilled healer performs Medical check; rest time as determined by GM (1 day to several weeks depending on severity).Rest without Medical treatment does not clear Severe injuries. Partial recovery may occur at GM discretion.
Limb LossCan stop bleeding (tourniquet). Cannot restore the limb.Surgical-level treatment required. Cleans and closes wound. Prosthetic fitting is a separate procedure.Rest does not restore lost limbs.
DownedStabilizes a Downed character (stops death clock). Does not restore HP above 0 or remove Downed status.Returns character to 1 HP after successful check. Removes Downed status.A stable character (HP at 0) recovers 1 HP per hour of rest, reaching 1 HP and becoming no longer Downed after first hour.

Field stabilization

A character who is Downed but stable (bleeding stopped, HP at 0) is out of the fight but not dying. They can be moved, carried, or hidden. They will survive unless attacked again. "Stabilized" and "healed" are different states — a stabilized character needs further treatment before they can rejoin the fight.

Skill Criticals & Fumbles

Rules and tables for critical successes and fumbles on non-combat skill checks across all domains.

Skill Criticals & Fumbles

A roll of 96–100 on any skill check produces a critical success. A roll of 1–5 produces a fumble. These thresholds apply to all skills, not just combat — a merchant rolling Persuasion, a scout rolling Stealth, a healer rolling First Aid, a sage rolling Lore. The domain determines which table applies.

Determining which table to use

Match the skill to its category: Social (Persuasion, Deception, Intimidation, Negotiate), Physical (Athletics, Stealth, Riding, Animal Handling, Acrobatics), Knowledge & Craft (Lore, First Aid, Smithing, Alchemy, Seamanship, any trade or scholastic skill), Magical & Resonance (Spellcraft, Imbuement, Faith, Attunement). When a skill spans categories — a combat-adjacent skill used outside combat, for instance — the GM determines which table fits the fiction of the moment.

Social — Critical Successes

Critical results for social skills: Persuasion, Deception, Intimidation, Negotiate. Leverage gained, composure broken, unexpected alliances formed.

Social — Critical Successes (d10)

Social criticals exceed the intended outcome. The target concedes more than asked, the room shifts, or a position the character could not have engineered through normal negotiation is simply offered. All consequences apply from the target's perspective — a crit on Intimidation breaks composure differently than a crit on Persuasion, but both move things past what was possible.

d10EffectConsequenceDurationFlavor
1Perfect Timing+20 to next social check against this targetNext check this encounterThe words arrived at exactly the moment the target was ready to receive them.
2Unexpected AccordTarget concedes one minor additional point beyond what was askedSceneThey came to say no. They leave wondering when they changed their mind.
3Crowd Reads ItAll witnesses gain +10 to social checks against this target this sceneSceneThe room saw it. That knowledge shifts the balance for everyone present.
4Reputation LeverageSocial checks against associates of this target gain +15 for the rest of the sessionSessionWord travels faster than the target can correct it.
5Rattled ComposureTarget's next social check against the character suffers –20Next checkThe mask slipped. The target knows they lost something and cannot quite name what.
6CommittedTarget is bound by their own words — breaking the agreement costs them socially with all presentUntil brokenThey said it in front of people. That sentence is now load-bearing.
7Disposition ShiftedA hostile NPC becomes neutral; a neutral NPC becomes favorableRest of sessionThe argument was the wrong one to give, and they know it now.
8Information ExtractedTarget inadvertently reveals one piece of hidden informationImmediateThey told you something they did not mean to.
9Genuine AllyTarget offers unsolicited assistance beyond the scope of the interactionOngoingSomething in the exchange convinced them. They will remember which side to be on.
10Social MasteryCharacter sets the terms of the entire situation; all witnesses are favorable; any who openly oppose gain Shamed statusSceneThe room has been claimed. Opposing now costs more than anyone present is willing to spend.

Social — Fumbles

Fumble results for social skills. Backfire, Shamed status, revealed intentions, and damaged relationships apply to the character who fumbled.

Social — Fumbles (d10)

Social fumbles do not merely fail — they leave the character worse than before the attempt. The approach backfired, an intention was revealed, or a relationship was damaged in a way the character cannot immediately correct. All consequences apply to the character who fumbled.

d10TierEffectConsequenceDuration
1MinorAwkward Silence–5 to next social check with this targetNext check
2MinorMisread the RoomAll opposition social checks this scene gain +10Scene
3MinorOverpromisedCharacter is committed to a minor concession not originally intendedUntil resolved
4ModerateRevealed InterestTarget now knows what the character actually wants from this interactionPermanent knowledge
5ModerateBackfireSocial approach achieves the opposite effect; target is now more resistantScene
6ModeratePublic SlipWitnesses remember the failure; –15 to social checks in this location for the rest of the sessionSession
7SeriousShamedShamed status: –20 to all social checks until reputation is actively repairedUntil repaired
8SeriousAccusation TriggeredTarget or a witness openly accuses the character of deception, manipulation, or hostilityScene onward
9SeriousBurned ContactOne allied or neutral NPC relationship is permanently strained; future checks with them at –20Long-term
10CatastrophicSocial CollapseAll present become hostile or deeply suspicious; Shamed status; cannot re-attempt this sceneScene permanently closed

Physical — Critical Successes

Critical results for physical skills: Athletics, Stealth, Riding, Animal Handling, Acrobatics. Extraordinary execution that exceeds what the moment required.

Physical — Critical Successes (d10)

Physical criticals produce an outcome that exceeds what the difficulty demanded. The body did something that training only partially explains — a stride that covered impossible ground, a silence that should have broken, an animal that trusted when it had no reason to. The table result reflects what domain the check was in; the GM interprets which row fits the skill used.

d10EffectConsequenceDurationFlavor
1Clean ExecutionObstacle or challenge cleared without any fatigue or penalty costImmediateThe body did exactly what was asked of it.
2Faster Than ExpectedTask or movement completes 1d3 rounds or time increments sooner than normalImmediateDistance submitted before resistance could organize.
3Sustained ConcealmentOn Stealth: remain undetected for 1d3 additional rounds without a new check1d3 roundsThey looked right through the space where the character stood.
4Perfect StrideOn Athletics or Riding: this round's movement costs no stamina; +10 to next physical checkThis roundAll effort, no cost.
5Animal TrustOn Animal Handling: creature responds to all commands without hesitation for the rest of the encounterEncounterSomething in the approach communicated what words could not.
6Environmental ReadCharacter identifies one hidden hazard, shortcut, or tactical advantage in the current environmentImmediateThe space opened up in a way that training alone doesn't teach.
7Instructive MomentAn ally who observed this check gains +10 to the same skill type for the rest of the sessionSessionWatching this was worth more than a lesson.
8Impossible PositionCharacter gains perfect tactical position; +20 to next attack, defense, or physical checkNext actionThey ended up exactly where no one expected them to be.
9Fear ResponseOne observer becomes hesitant or backs down; –15 to their checks this sceneSceneWhat they saw required a recalibration of what they thought was possible.
10Legendary ActThe feat is remembered; one bonus social concession or morale effect for the rest of the sessionSessionThis will be described later in terms that probably exaggerate it only slightly.

Physical — Fumbles

Fumble results for physical skills. Injury, exposure, falls, and broken concealment apply to the character who fumbled.

Physical — Fumbles (d10)

Physical fumbles exceed failure — they produce a consequence the character cannot immediately walk back. A fall leaves them prone. A sound ends concealment. An injury costs physicalEndurance. All consequences apply to the character who fumbled.

d10TierEffectConsequenceDuration
1MinorStumble–5 to next physical checkNext check
2MinorSound MadeOn Stealth: roll a new detection check at –10Immediate
3MinorAnimal SpookedOn Animal Handling: creature refuses next command; –10 to Animal Handling this sceneScene
4ModerateExposedCharacter's position or intent is revealed to at least one relevant partyRemainder of scene
5ModerateOff BalancephysicalBalance –15; movement halved1 round
6ModerateMinor InjuryphysicalEndurance –1d6 (sprain, bruise, wrenched joint)Until rested
7SeriousHard FallProne; physicalEndurance –1d8; physicalBalance –10 for rest of encounterProne until standing (1 action); balance penalty for encounter
8SeriousFully DetectedOn Stealth: all nearby hostiles are immediately alerted; concealment endsPermanent for this scene
9SeriousInjuryphysicalEndurance –2d6; one physical attribute –10 for rest of encounterAttribute penalty until end of encounter; HP loss until treated
10CatastrophicDisabling InjuryProne; physicalEndurance –3d6; Severe Injury — GM determines type based on activityLong-term until healed

Knowledge & Craft — Critical Successes

Critical results for knowledge and craft skills: Lore, First Aid, Smithing, Alchemy, Seamanship, and any trade or scholastic skill.

Knowledge & Craft — Critical Successes (d10)

Knowledge and craft criticals produce results beyond the expected scope — insight that would have required more time, quality that exceeds the available materials, or a diagnosis that shortcuts what should have been a long investigation. The table applies to any scholastic, medical, trade, business, artistic, or seafaring skill check.

d10EffectConsequenceDurationFlavor
1Faster WorkTask completed 1d3 time increments sooner than normalImmediateThe hands knew the shape of the problem before the mind finished describing it.
2Unexpected FindOn Lore: one additional relevant detail uncovered beyond what was askedImmediateThe record turned. There was more on the other side.
3Superior QualityOn crafting: result is Masterwork; enhanced durability or effectivenessPermanentThis piece will outlast the maker's other work.
4Teaching MomentAn observing ally gains +10 to the same skill type for the rest of the sessionSessionWatching this was worth more than the instruction.
5Efficient TriageOn First Aid: patient stabilizes fully with no further checks needed this encounterEncounterThe wound understood the treatment.
6DiagnosisOn medical or scholastic: root cause of a problem identified without extended researchImmediateThe symptoms arranged themselves into something legible.
7Lucky SalvageOn crafting: failed or wasted materials are recovered; next craft attempt uses half normal materialsNext attemptNothing was wasted. That is unusual.
8Expert ApplicationEffect of the skill check is doubled in potency or durationAs rolledThe technique was applied at exactly the right moment in exactly the right way.
9BreakthroughGain insight into an adjacent field; one Lore or Craft check in a related area auto-succeedsNext related checkThe question answered itself by answering a different question first.
10MasterworkThe result is exceptional by any standard and adds a lasting narrative benefit; GM determines naturePermanentThis is the thing they will be asked about later.

Knowledge & Craft — Fumbles

Fumble results for knowledge and craft skills. Dangerous mistakes, wasted materials, and false conclusions apply to the character who fumbled.

Knowledge & Craft — Fumbles (d10)

Knowledge and craft fumbles leave the character worse than before the attempt — time wasted, materials consumed, a patient harmed, or a false conclusion confidently delivered. The severity escalates from minor error to disaster. All consequences apply to the character who fumbled.

d10TierEffectConsequenceDuration
1MinorMiscalculationOne minor error in the output; discovered later at GM discretionDiscovered later
2MinorWasted TimeTime cost doubled; goal not yet achievedImmediate
3MinorSubstandard WorkOn crafting: item is functional but –10% effectiveness or qualityPermanent to item
4ModerateMisdiagnosisOn medical: incorrect treatment plan delivered; patient gains no benefit this sceneScene
5ModerateMaterials WastedCrafting or medical materials consumed; must resupply before next attemptUntil resupplied
6ModerateHarmful ErrorOn medical or alchemy: patient or character takes physicalEndurance –1d6Immediate
7SeriousWrong ConclusionOn Lore: false information is confidently delivered; GM plants one incorrect beliefUntil actively corrected
8SeriousTool DamagePrimary tool or instrument is damaged; –20 to next check without repairUntil repaired
9SeriousIncidentA dangerous mistake — fire, spill, structural failure, or contamination; GM determines scopeGM determined
10CatastrophicDisasterThe work fails catastrophically; lasting consequence to the item, patient, or locationLong-term

Magical & Resonance — Critical Successes

Critical results for magical and resonance skills: Spellcraft, Imbuement, Faith, Attunement. Surges, amplified effects, and moments of convergence.

Magical & Resonance — Critical Successes (d10)

Magical and resonance criticals produce effects that exceed what the practitioner directed. The channel carried more than asked. The artifact responded beyond expectation. Faith resolved a moment the logic of the situation did not justify resolving. These results apply to any Spellcraft, Imbuement, Faith, or Attunement check.

d10EffectConsequenceDurationFlavor
1Amplified ReachEffect extends to one additional valid target at no extra costImmediateThe channel found more to carry than was asked of it.
2Extended DurationDuration of the effect is doubledAs doubledThe resonance held longer than it had any reason to.
3Clean AttunementNo attunement check required for any related item or effect this sceneSceneThe channel opened without resistance.
4SurgeEffect magnitude or potency increased by 50%ImmediateSomething answered from further out than expected.
5Veil PartedOne hidden magical phenomenon, entity, or property becomes briefly visible or perceptibleMomentThe world showed a layer it does not usually show.
6Artifact ResonanceOne attuned item temporarily gains an enhanced property; GM determines natureSceneThe artifact recognized the moment.
7Backlash AbsorbedThe first negative magical effect targeting this character this scene is negatedScene (once)The resonance turned what was sent back.
8Faith AnchoredOn Faith checks: next social check against a believing target auto-succeedsNext relevant checkConviction, when it lands correctly, is indistinguishable from proof.
9Channel MasteredNext three resonance or magical checks in this scene auto-succeed3 checksThe path is clear. Everything cooperates.
10ConvergenceA permanent minor magical benefit or attunement is established; GM determines naturePermanentSomething recognized the moment and chose to remain.

Magical & Resonance — Fumbles

Fumble results for magical and resonance skills. Attunement disruption, wild flares, channel blowback, and inversion apply to the character who fumbled.

Magical & Resonance — Fumbles (d10)

Magical fumbles do not merely fail to achieve their intent — they create a consequence the practitioner must manage. The channel pushed back. The attunement broke. The effect inverted. All consequences apply to the character who fumbled.

d10TierEffectConsequenceDuration
1MinorInterferenceAll resonance and magical checks this scene at –5Scene
2MinorStaticArtifact attunement disrupted; requires a new attunement checkUntil re-attuned
3MinorOverreachsenseFaith or primary resonance attribute –101 round
4ModerateAttunement LostOne attuned item loses its bonus until the character takes a long restUntil long rest
5ModerateWild FlareVisible or audible magical discharge attracts attention from all within rangeImmediate
6ModerateChannel BlowbackphysicalEndurance –1d6 from feedback; senseFaith –5 for the sceneHP immediate; attribute for scene
7SeriousResonance DrainsenseFaith and mentalWisdom –15 for rest of sceneScene
8SeriousInversionEffect targets the caster or reverses entirely; GM determines specificsImmediate
9SeriousBreachA contained magical element releases; GM determines nature and scopeGM determined
10CatastrophicUnravelingAll active attunements drop; magical and resonance checks are impossible until long restUntil long rest