The Red Ledger
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
- 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.
- Roll d100 for hit location. Cross-reference the result on the Hit Location table to determine which zone was struck.
- Identify the weapon type. Choose the correct weapon table: Slashing, Piercing, Blunt, Ranged Piercing, Ranged Blunt, Ranged Slashing, or Unarmed.
- Find the location section within that table and read the result for the rolled effect.
- 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
- Confirm the fumble. Unmodified attack roll is 01–05.
- Identify the weapon type. Choose the correct fumble table.
- Roll d10 to determine fumble severity tier (1–3 Minor, 4–6 Moderate, 7–9 Serious, 10 Catastrophic).
- 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) | Zone | Coverage |
|---|---|---|
| 01–10 | Head | Skull, face, jaw, ears, eyes |
| 11–14 | Neck / Throat | Throat, cervical spine, major vessels |
| 15–24 | Shoulders | Shoulder joints, clavicles, upper trapezius |
| 25–66 | Torso | Chest, ribs, abdomen, flanks, lower back |
| 67–82 | Arms | Upper arm, elbow, forearm, wrist, hand |
| 83–100 | Legs | Thigh, 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.
| Effect | Type | What It Modifies | Typical Amount | Duration |
|---|---|---|---|---|
| Glancing penalty | Short-term | combat skills | –10 | 1 round |
| Staggered | Short-term | combatMeleeWeapon, combatDefense | –10 to –20 | 1d3 rounds |
| Dazed | Short-term | mentalWits, combatDefense | –20 | 1d3 rounds |
| Stunned | Short-term | physicalReflexes, combatDefense | –20 | 1d3 rounds (no actions) |
| Prone | Short-term | combatMeleeWeapon, combatDefense | –20 | Until standing (costs 1 action) |
| Arm impaired | Short to Long-term | physicalCoordination, combatMeleeWeapon | –20 | Rest of encounter to until healed |
| Leg impaired | Short to Long-term | physicalBalance, combatDefense | –20 | Rest of encounter to until healed |
| Bleeding | Ongoing | physicalEndurance (HP per round) | –2 to –8 per round | Until treated (First Aid check) |
| Combat shock | Short-term | mentalDiscipline, mentalWits | –20, –10 | 1d3 rounds |
| Severe injury | Long-term | physicalStrength, physicalEndurance | –20 to –30 | Until 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Blow | combatDefense –10 | 1 round | The hit catches you mid-breath — footing holds, timing does not. |
| 2 | Bloodletting Cut | physicalEndurance –1 per round (Bleeding) | Until treated (First Aid check) | A clean opening, not deep but insistent — blood runs before you register the pain. |
| 3 | Rattled | mentalWits –20, combatDefense –10 | 1d3 rounds | Your eyes ring shut for a fraction of a second and the world reassembles itself slightly wrong. |
| 4 | Weapon Arm Compromised | physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter | The arm still holds the weapon. The strength behind it has gone quiet. |
| 5 | Knocked Prone | combatMeleeWeapon –20, combatDefense –20 | Until standing (costs 1 action) | The blow does not just hurt you, it relocates you — the ground comes up fast. |
| 6 | Off-Balance and Bleeding | combatMeleeWeapon –10, combatDefense –10; physicalEndurance –1 per round | Combat penalties: 1d3 rounds; Bleeding: until treated | Two things at once — off-balance and losing ground you cannot afford. |
| 7 | Stunned | physicalReflexes –20, combatDefense –20 (no offensive action this round) | 1 round | For the length of a held breath, the body overrules the will. |
| 8 | Disarmed | combatMeleeWeapon –30 (until rearmed) | Until weapon retrieved (costs movement + 1 action) | The weapon leaves your hand before you decide to let it go. |
| 9 | Sunder Check | Armor covering the struck location triggers a Sunder Check | Immediate | The blow lands on something you were trusting and asks whether it holds. |
| 10 | Prone and Leg Impaired | combatMeleeWeapon –20, combatDefense –20 (prone); physicalBalance –20 (leg impaired) | Prone: until standing; Leg impaired: rest of encounter | You 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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Wild Swing | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Off-Balance | combatDefense –10 | 1 round |
| 3 | Minor | The Self-Introduction | physicalEndurance –1d4 (glance off own limb); combatMeleeWeapon –10 | 1 round; "In a motion witnesses agreed was technically impressive, the attacker struck themselves with the flat of their own blade and sat down." |
| 4 | Moderate | Weapon Dropped | combatMeleeWeapon –30 until rearmed; weapon lands 1d3 feet away | Until retrieved |
| 5 | Moderate | Overextended | combatDefense –20; opponent may make one free attack | Immediate free attack; penalty 1 round |
| 6 | Moderate | The Ground's Opinion | Attacker falls prone; combatMeleeWeapon –20, combatDefense –20 | Until standing; "He charged. The ground had a different plan." |
| 7 | Serious | Wrist Strain | physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter |
| 8 | Serious | Weapon Strikes Ally | Nearest ally takes half weapon damage; attacker combatMeleeWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 9 | Serious | Armor Snag | Attacker's own armor triggers Sunder Check; combatDefense –10 | Sunder immediate; penalty 1 round |
| 10 | Catastrophic | The Generous Arc | Weapon 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Scalp Nick | Bleeding: physicalEndurance –1 per round | Until treated (First Aid check) | A thin line parts the scalp. Blood runs along the brow but the mind is clear. |
| 2 | Ear Catch | mentalWits –10, combatDefense –5 | 1 round | The blade clips the ear and the world becomes a single high note. |
| 3 | Brow Gash | physicalReflexes –10; Bleeding: physicalEndurance –2 per round | Reflex penalty 1d3 rounds; Bleeding until treated | Blood enters the eye before the pain does. The next few seconds are red. |
| 4 | Cheek Opened | mentalWits –15; Bleeding: physicalEndurance –3 per round | Wits penalty 1d3 rounds; Bleeding until treated | The cheek parts cleanly. It is the sound — a wet tearing — that reaches the brain first. |
| 5 | Eye Threatened | physicalCoordination –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –2 per round | Combat penalties rest of encounter; Bleeding until treated | The edge passes close enough that the eye closes on instinct and does not open properly for the rest of the fight. |
| 6 | Temple Strike | mentalWits –20, combatDefense –15 (Dazed) | 1d3 rounds | The skull rings. The body remains upright only because it has not been told what just happened. |
| 7 | Deep Scalp Slash | physicalReflexes –20, combatDefense –20 (Stunned); Bleeding: physicalEndurance –4 per round | Stun 1d3 rounds; Bleeding until treated | Bone shows white through the scalp. The target staggers, one arm going loose. |
| 8 | Jaw Split | physicalEndurance –10 (immediate damage); mentalDiscipline –20, mentalWits –20 (combat shock); Bleeding: physicalEndurance –5 per round | Shock 1d3 rounds; Bleeding until treated; jaw damage long-term until healed | The jaw gives way differently than expected — not breaking so much as opening in the wrong direction. |
| 9 | Skull Opened | physicalStrength –20, physicalEndurance –20 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round; Downed if not stabilized within 2 rounds | Severe injury until healed; Bleeding until treated | The skull does not stop the edge. Everything after that is the body trying to cope. |
| 10 | Catastrophic Face Wound | Downed immediately; Bleeding: physicalEndurance –8 per round; physicalEndurance –30 (Severe injury, long-term); Sunder Check on any helm | Downed; Severe injury until healed; Bleeding until treated | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Throat Nick | Bleeding: physicalEndurance –2 per round | Until treated | A shallow cut at the collar. More alarming than dangerous, for now. |
| 2 | Neck Muscle Graze | physicalStrength –10, combatMeleeWeapon –10 | 1d3 rounds | The neck tightens involuntarily. The next swing has less behind it. |
| 3 | Windpipe Catch | mentalDiscipline –15; physicalEndurance –5 (immediate damage) | Discipline penalty 1d3 rounds | The breath catches on something it should not. Coughing takes over the body's attention briefly. |
| 4 | Collar Slash | physicalStrength –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per round | Strength penalty 1d3 rounds; Bleeding until treated | The trapezius opens across the shoulder and neck junction. The arm still works. It just works less. |
| 5 | Carotid Graze | mentalWits –10; Bleeding: physicalEndurance –5 per round | Wits penalty 1 round; Bleeding until treated | A thin red line appears at the neck. The target knows what it means. So does everyone watching. |
| 6 | Deep Neck Cut | physicalStrength –20, physicalCoordination –20 (long-term until healed); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | Muscle and tissue part down to a depth that changes the shape of the neck. The head lolls slightly. |
| 7 | Jugular Threatened | mentalWits –20 (combat shock); Bleeding: physicalEndurance –7 per round; Downed if not stabilized within 2 rounds | Shock immediate; Bleeding until treated | The vein is visible in the wound. The target has seconds to make good decisions. |
| 8 | Trachea Slashed | physicalEndurance –20 (immediate damage); physicalStrength –30 (long-term, breathing compromised); Bleeding: physicalEndurance –6 per round; Downed | Downed; long-term until healed | The 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. |
| 9 | Artery Opened | Downed immediately; Bleeding: physicalEndurance –10 per round; death in 3 rounds without successful First Aid | Downed; death without stabilization | The blood moves with a pressure that speaks to how close the heart is to everything. |
| 10 | Throat Cut | Downed immediately; death in 1d3 rounds without immediate First Aid; Bleeding: physicalEndurance –12 per round | Death without stabilization | This 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Graze | Sunder Check on shoulder armor; physicalCoordination –5 | Coordination penalty 1 round | Steel screams against steel. The shoulder armor holds but the noise tells you something about the margin. |
| 2 | Deltoid Nick | combatMeleeWeapon –10; Bleeding: physicalEndurance –1 per round | Weapon penalty 1 round; Bleeding until treated | A shallow cut across the shoulder muscle. Enough to feel, not enough to stop. |
| 3 | Shoulder Gash | physicalCoordination –15, combatMeleeWeapon –15; Bleeding: physicalEndurance –2 per round | Penalties 1d3 rounds; Bleeding until treated | The deltoid opens. The arm still lifts but complains about the decision. |
| 4 | Deep Shoulder Cut | physicalCoordination –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per round | Penalties rest of encounter; Bleeding until treated | The cut goes through two layers of muscle. The arm is still in the fight but working against itself. |
| 5 | Clavicle Grazed | physicalStrength –20, physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter | Edge meets bone. The clavicle survives this time. The shoulder does not work the same way for the rest of the fight. |
| 6 | Trapezius Opened | physicalStrength –15, physicalCoordination –15 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The large muscle across the upper back and neck parts along the shoulder. The head is still attached. It just sits differently now. |
| 7 | Shoulder Muscle Severed | Arm Impaired: physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The muscle retracts from the bone. The arm hangs. It is present but not participating. |
| 8 | Clavicle Fractured | physicalEndurance –10 (immediate damage); physicalCoordination –30, combatMeleeWeapon –30, physicalStrength –20 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The collarbone breaks under the edge rather than against it. The shoulder drops. The weapon arm is still attached but no longer under useful control. |
| 9 | Shoulder Joint Destroyed | physicalEndurance –20 (immediate damage); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –30 (Severe injury, long-term); Bleeding: physicalEndurance –5 per round; Sunder Check on shoulder armor | Severe injury until healed; Bleeding until treated | The blade reaches the joint. The socket opens. The arm is still there, but it has no anchor left worth the name. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Clothing Catch | Sunder Check on torso armor; physicalCoordination –5 | 1 round | The edge catches fabric and pulls. The body goes with it slightly before the cloth gives. |
| 2 | Shallow Cut | Bleeding: physicalEndurance –1 per round | Until treated | A line of red appears across the flank. Shallow enough to ignore. Not shallow enough to forget. |
| 3 | Side Gash | physicalBalance –10; Bleeding: physicalEndurance –3 per round | Balance penalty 1d3 rounds; Bleeding until treated | The cut opens the side and the body flinches away from itself. |
| 4 | Rib Scrape | physicalEndurance –8 (immediate damage); physicalStrength –10 | Strength penalty 1d3 rounds | The blade drags along the rib cage. Bone stops the cut. Pain does not stop the target, but it slows them. |
| 5 | Abdominal Gash | physicalStrength –15, physicalEndurance –15; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The muscle wall of the abdomen opens. Nothing has escaped yet. That may change. |
| 6 | Deep Flank Cut | physicalStrength –20 (long-term until healed); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The cut goes past muscle into the cavity. The wound is quiet at first and very loud later. |
| 7 | Organ Graze | physicalEndurance –15 (immediate damage); physicalStrength –20, physicalEndurance –20 (long-term); Bleeding: physicalEndurance –6 per round | Long-term until healed; Bleeding until treated | Something internal has been involved in the decision. The target will not know how badly for some time, and "some time" is not long. |
| 8 | Abdominal Wound | physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round | Severe injury until healed; Bleeding until treated | The abdominal wall is open. What was inside is now negotiating its position. Stabilization required immediately. |
| 9 | Deep Chest Wound | Downed; physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –8 per round; Sunder Check on torso armor | Downed; Severe injury until healed; Bleeding until treated | The blade reaches past armor and flesh to the chest cavity. The air that comes out afterward has company. |
| 10 | Catastrophic Torso Wound | Downed immediately; death in 1d3 rounds without immediate First Aid; Bleeding: physicalEndurance –10 per round; physicalStrength –40 (Severe injury, long-term) | Downed; death without stabilization | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Forearm | combatMeleeWeapon –10 | 1 round | The edge skips off the forearm. The arm tingles and the grip tightens reflexively. |
| 2 | Arm Cut | combatMeleeWeapon –10; Bleeding: physicalEndurance –2 per round | Weapon penalty 1d3 rounds; Bleeding until treated | A clean cut along the outer arm. The sleeve changes color and the weapon feels less certain. |
| 3 | Bicep Slash | physicalCoordination –15, combatMeleeWeapon –15; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The bicep opens and the arm cools at the elbow. The swing still comes but the follow-through is wrong. |
| 4 | Forearm Opened | physicalCoordination –20, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per round | Penalties rest of encounter; Bleeding until treated | The forearm is cut through to the tendons. The grip holds but the arm works on diminishing returns. |
| 5 | Tendon Threatened | physicalCoordination –25, combatMeleeWeapon –25 | Rest of encounter | The blade passes through the outer layers and taps something below that should not be touched. The fingers go uncertain. |
| 6 | Wrist Slash | physicalCoordination –20, combatMeleeWeapon –30; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The wrist opens. The weapon is still held by a hand that is increasingly unsure of why. |
| 7 | Arm Muscle Severed | Arm Impaired: physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The muscle retracts. The arm still bends but the force behind the bend is gone. The weapon may fall without instruction. |
| 8 | Tendon Cut | physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The tendon parts cleanly. The finger or wrist it controlled stops mid-intention. The body adapts; the grip does not. |
| 9 | Arm Functionally Lost | physicalEndurance –20 (immediate damage); physicalCoordination –40, combatMeleeWeapon –40 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round | Severe injury until healed; Bleeding until treated | The arm hangs from the shoulder like something borrowed. It is still attached. It has ceased to participate. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Thigh Graze | combatDefense –10 | 1 round | The edge skips off the thigh. The leg holds but the stride shortens. |
| 2 | Leg Cut | physicalBalance –10; Bleeding: physicalEndurance –2 per round | Balance penalty 1 round; Bleeding until treated | The calf or thigh opens. Not deep. Not yet. |
| 3 | Thigh Slash | physicalBalance –15, combatDefense –15; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The thigh muscle opens. Walking still works. Running does not. |
| 4 | Knee Grazed | physicalBalance –20, combatDefense –20 | 1d3 rounds | The joint takes an edge it was not designed to accommodate. It accepts this. For now. |
| 5 | Hamstring Threatened | physicalBalance –25, combatDefense –20 | Rest of encounter | The blade passes along the back of the leg close enough to matter. Every step afterward is a negotiation. |
| 6 | Deep Thigh Cut | Leg Impaired: physicalBalance –20, combatDefense –20 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The thigh opens to muscle. The leg still bends; it has simply become less interested in the direction requested. |
| 7 | Knee Opened | Prone immediately; physicalBalance –30, combatDefense –30 (long-term until healed); Bleeding: physicalEndurance –4 per round | Prone until standing (costs 1 action); long-term until healed; Bleeding until treated | The knee collapses inward, and the fighter follows it. Whatever was being fought over just got farther away. |
| 8 | Hamstring Cut | Leg Impaired: physicalBalance –30 (long-term); movement reduced to crawling for rest of encounter; Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The hamstring releases. The leg still exists below the knee, but the negotiation with the knee is over. |
| 9 | Deep Leg Wound | physicalEndurance –20 (immediate damage); Leg Impaired: physicalBalance –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | The leg gives way. The target does not go down because they chose to. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The 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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Wild Swing | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Overswing | combatDefense –10 | 1 round |
| 3 | Minor | Flat of Blade | physicalEndurance –1d4 (struck self with flat); combatMeleeWeapon –5 | Weapon penalty 1 round |
| 4 | Moderate | Edge Deflected | combatDefense –15; Sunder Check on attacker's weapon | 1 round |
| 5 | Moderate | Weapon Dropped | combatMeleeWeapon –30 until rearmed; weapon lands 1d3 feet away | Until retrieved |
| 6 | Moderate | Self-Nick | physicalEndurance –1d6 (self-inflicted cut); Bleeding: physicalEndurance –2 per round | Bleeding until treated |
| 7 | Serious | Prone from Overreach | Attacker falls prone; combatMeleeWeapon –20, combatDefense –20 | Until standing (costs 1 action) |
| 8 | Serious | Wrist Sprain | physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter |
| 9 | Serious | Friendly Arc | Nearest ally takes half weapon damage; attacker combatMeleeWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 10 | Catastrophic | Full Release | Weapon 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Helm Catch | Sunder Check on helm; physicalReflexes –5 | 1 round | The point taps the helm and skids. Nothing penetrates. The skull is reminded of how close it came. |
| 2 | Scalp Puncture | Bleeding: physicalEndurance –2 per round | Until treated | A shallow puncture parts the scalp without reaching bone. It bleeds insistently. |
| 3 | Ear Canal Graze | mentalWits –15, combatDefense –10 | 1d3 rounds | The point enters the ear only slightly. The world becomes high and narrow. |
| 4 | Cheek Puncture | mentalWits –10; Bleeding: physicalEndurance –2 per round | Wits penalty 1d3 rounds; Bleeding until treated | The point passes through the cheek cleanly. Two small holes are the only record of it. |
| 5 | Eye Threatened | physicalCoordination –25, combatMeleeWeapon –25; Bleeding: physicalEndurance –2 per round | Penalties rest of encounter; Bleeding until treated | The point skims the orbit. The eye weeps. Whether it weeps blood or tears does not matter to the fighter's aim. |
| 6 | Skull Glanced | mentalWits –20, physicalReflexes –20 (Dazed); Bleeding: physicalEndurance –3 per round | Dazed 1d3 rounds; Bleeding until treated | The point slides along the skull and the brain receives the full vibration of that meeting. |
| 7 | Eye Penetrated | physicalCoordination –30, combatMeleeWeapon –30 (long-term, loss of eye depth perception); mentalDiscipline –20 (combat shock); Downed | Downed; long-term until healed | The 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. |
| 8 | Skull Punctured | physicalEndurance –20 (immediate damage); mentalWits –30, physicalReflexes –30 (Stunned); Downed | Downed; severe injury until healed | The bone gave. What happens next belongs to the surgeons. |
| 9 | Temple Penetration | Downed immediately; mentalWits –40, mentalDiscipline –40 (Severe injury, long-term); death in 1d6 rounds without First Aid | Downed; death without stabilization | The temple is thin. The point knows this. |
| 10 | Brain Reached | Downed immediately; death in 1 round without successful First Aid (DC elevated); physicalEndurance –50 (Severe injury) | Downed; death without immediate stabilization | There 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Throat Graze | Bleeding: physicalEndurance –2 per round | Until treated | The point skims the throat without depth. The skin parts briefly and closes over the question. |
| 2 | Neck Muscle Puncture | physicalStrength –15, combatMeleeWeapon –10 | 1d3 rounds | The thrust buries itself in the neck muscle and withdraws. The neck will move. It will just remind the target that it happened. |
| 3 | Windpipe Graze | physicalEndurance –5 (immediate); mentalDiscipline –20 (coughing, panic) | Discipline penalty 1d3 rounds | Something grazes the trachea. The cough comes from somewhere urgent. |
| 4 | Windpipe Punctured | physicalEndurance –10 (immediate); physicalStrength –20, physicalEndurance –20 (long-term, breathing compromised); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | Air that should stay inside comes out wet and audible. The breathing problem is now a visible problem. |
| 5 | Vein Punctured | mentalWits –10; Bleeding: physicalEndurance –5 per round | Wits penalty 1 round; Bleeding until treated | The point finds a vein. The blood follows the blade out. |
| 6 | Deep Neck Thrust | physicalStrength –25 (long-term); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The thrust penetrates to a depth that rearranges the neck's working parts. |
| 7 | Artery Punctured | Bleeding: physicalEndurance –8 per round; mentalWits –20 (shock); Downed if not stabilized within 2 rounds | Downed without stabilization; Bleeding until treated | The pressure changes immediately. The target understands in a new way what the heart does every second. |
| 8 | Throat Pinned | physicalEndurance –15 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | The weapon enters and the target goes still around it. Moving makes it worse. Not moving also makes it worse. |
| 9 | Carotid Penetrated | Downed immediately; Bleeding: physicalEndurance –10 per round; death in 3 rounds without First Aid | Downed; death without stabilization | The artery opens fully. The count begins. |
| 10 | Throat Through and Through | Downed immediately; death in 1 round without immediate First Aid; Bleeding: physicalEndurance –12 per round | Downed; death without immediate stabilization | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Deflection | Sunder Check on shoulder armor | Immediate | The point strikes armor and is turned. The armor knows what happened even if the wearer does not yet. |
| 2 | Shoulder Puncture | physicalCoordination –15; Bleeding: physicalEndurance –2 per round | Coordination penalty 1d3 rounds; Bleeding until treated | A clean entry through the outer shoulder. The arm flinches at the end of its swing. |
| 3 | Deltoid Puncture | physicalCoordination –20, combatMeleeWeapon –15; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The deltoid takes a thrust and closes around the withdrawal. The arm loses its certainty. |
| 4 | Through the Shoulder | physicalCoordination –25, combatMeleeWeapon –25; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | Entry and exit. Two holes in the shoulder and the arm working through the interruption. |
| 5 | Nerve Root Touched | physicalCoordination –30, combatMeleeWeapon –30; physicalReflexes –15 | Rest of encounter | The point finds something it should not have. The arm lights up from shoulder to fingertip with a sensation that is not quite pain. |
| 6 | Deep Shoulder Thrust | physicalCoordination –25, physicalStrength –20 (long-term); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | Depth has been reached. The withdrawal changes the wound's character. The shoulder will not return to what it was before the healer sees it. |
| 7 | Joint Penetrated | Arm Impaired: physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The point enters the socket. The joint knows. The arm announces this to every muscle in the chain. |
| 8 | Subclavian Graze | physicalEndurance –15 (immediate damage); physicalCoordination –30, physicalStrength –25 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round | Severe injury until healed; Bleeding until treated | The major vessel beneath the clavicle is involved now. The shoulder is a secondary concern. |
| 9 | Shoulder Destroyed | physicalEndurance –20 (immediate damage); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | The joint has given way to the point. The socket, the tendons, the ligaments — all have changed their relationship to each other. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Turned | Sunder Check on torso armor; physicalCoordination –5 | 1 round | The point is redirected by the armor rather than refused by it. The distinction matters to the point. |
| 2 | Shallow Thrust | Bleeding: physicalEndurance –2 per round | Until treated | A puncture that does not reach depth. Clothing and skin record it. |
| 3 | Side Puncture | physicalBalance –10; Bleeding: physicalEndurance –3 per round | Balance penalty 1d3 rounds; Bleeding until treated | The point enters the side between the ribs. It finds nothing vital on this pass. |
| 4 | Rib Deflected Inward | physicalEndurance –10 (immediate damage); physicalStrength –15 | Strength penalty 1d3 rounds | The rib cracks inward rather than stopping the point. The rib is now a secondary problem. |
| 5 | Abdominal Thrust | physicalStrength –15, physicalEndurance –15; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The abdomen takes a thrust. What was inside is now asking whether it needs to be outside. |
| 6 | Gut Wound | physicalStrength –20 (long-term); physicalEndurance –15 (immediate); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The bowel is involved. The infection question follows immediately after the bleeding question. |
| 7 | Lung Punctured | physicalEndurance –15 (immediate); physicalStrength –25, physicalEndurance –25 (long-term, breathing compromised); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The lung does not collapse immediately but it is heading there. Each breath is a smaller version of the last. |
| 8 | Organ Skewered | physicalEndurance –20 (immediate damage); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –7 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | Something internal has been rearranged by the passage of the blade. What it was is less important than what it is now. |
| 9 | Lung Collapsed | Downed; physicalStrength –35, physicalEndurance –35 (Severe injury, long-term); Bleeding: physicalEndurance –8 per round; each round without stabilization: additional physicalEndurance –5 | Downed; Severe injury until healed; Bleeding until treated | The chest is not working correctly. The target's body is spending all available attention on the lung and losing. |
| 10 | Heart Threatened | Downed immediately; death in 1d3 rounds without immediate First Aid; Bleeding: physicalEndurance –12 per round | Downed; death without immediate stabilization | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Puncture | combatMeleeWeapon –10 | 1 round | The point enters the arm shallowly and is withdrawn before depth. The arm registers it. |
| 2 | Arm Puncture | combatMeleeWeapon –10; Bleeding: physicalEndurance –2 per round | Weapon penalty 1d3 rounds; Bleeding until treated | A clean hole enters and exits. The arm continues its function with the addition of a new awareness. |
| 3 | Bicep Thrust | physicalCoordination –15, combatMeleeWeapon –20; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The bicep takes a thrust through the belly of the muscle. The arm will lift again. Later. |
| 4 | Through and Through | physicalCoordination –20, combatMeleeWeapon –25; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | Entry and exit. The wound has two sides, both of which bleed. |
| 5 | Bone Struck | physicalEndurance –8 (immediate); physicalCoordination –25, combatMeleeWeapon –25 | Penalties rest of encounter | The point hits the radius or ulna and the arm sends the information upward in a loud, clear signal. |
| 6 | Elbow Joint Reached | physicalCoordination –30, combatMeleeWeapon –30; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The elbow joint is inside the wound now. The arm bends where it previously refused to and refuses where it used to bend. |
| 7 | Artery Punctured | Arm Impaired: physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed); Bleeding: physicalEndurance –6 per round | Long-term until healed; Bleeding until treated | The brachial or radial artery is involved. The bleeding has priority over the arm. |
| 8 | Bone Fractured | physicalEndurance –15 (immediate); physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The forearm or upper arm breaks around the wound. The arm still hangs from the shoulder but has developed an intermediate opinion about the matter. |
| 9 | Arm Functionally Destroyed | physicalEndurance –20 (immediate); physicalCoordination –40, combatMeleeWeapon –40 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round | Severe injury until healed; Bleeding until treated | The arm is present but has withdrawn from the conversation. The weapon may still be in the hand; the hand has no useful instructions. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Thigh Graze | combatDefense –10 | 1 round | The point skims the thigh without depth. The leg considers the information. |
| 2 | Leg Puncture | physicalBalance –10; Bleeding: physicalEndurance –2 per round | Balance penalty 1 round; Bleeding until treated | A clean hole in the calf or thigh. The leg continues working with the new information. |
| 3 | Thigh Thrust | physicalBalance –15, combatDefense –15; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The thrust enters the thigh and withdraws. The leg shakes on the next step. |
| 4 | Knee Punctured | physicalBalance –20, combatDefense –20; Bleeding: physicalEndurance –3 per round | Penalties 1d3 rounds; Bleeding until treated | The point enters the knee joint. The joint has not decided what this means for the rest of the encounter. |
| 5 | Deep Thigh Thrust | physicalBalance –25, combatDefense –20; Bleeding: physicalEndurance –4 per round | Penalties rest of encounter; Bleeding until treated | The depth reached in the thigh is not comfortable for the thigh. Every step costs more than it should. |
| 6 | Knee Joint Opened | Leg Impaired: physicalBalance –25, combatDefense –25 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The joint is open to the point. The leg still works in the way that a broken hinge works. |
| 7 | Femoral Graze | Bleeding: physicalEndurance –7 per round; physicalBalance –20 (long-term); Downed if not stabilized within 2 rounds | Downed without stabilization; Bleeding until treated; balance long-term until healed | The major vessel has been introduced to the point. The count starts here. |
| 8 | Ankle Destroyed | physicalEndurance –15 (immediate); Leg Impaired: physicalBalance –35 (long-term until healed); Prone; Bleeding: physicalEndurance –5 per round | Prone until standing; long-term until healed; Bleeding until treated | The ankle joint is no longer a joint in the useful sense. The foot is still attached. The attachment is now decorative. |
| 9 | Femoral Punctured | Downed immediately; Bleeding: physicalEndurance –10 per round; death in 3 rounds without First Aid | Downed; death without stabilization | The femoral artery is involved. A tourniquet applied immediately changes the outcome. Nothing else does. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The 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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Short Thrust | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Wide | combatDefense –10 | 1 round |
| 3 | Minor | Self-Graze | physicalEndurance –1d4 (grazed own arm on withdrawal); combatMeleeWeapon –5 | 1 round |
| 4 | Moderate | Point Deflected | combatDefense –15; Sunder Check on attacker's weapon | 1 round |
| 5 | Moderate | Weapon Stuck | combatMeleeWeapon –30; one action required to free weapon (or abandon it) | Until freed or abandoned |
| 6 | Moderate | Overextended | combatDefense –20; opponent may make one free attack | Immediate free attack; penalty 1 round |
| 7 | Serious | Prone from Overreach | Attacker falls prone; combatMeleeWeapon –20, combatDefense –20 | Until standing (costs 1 action) |
| 8 | Serious | Wrist Locked | physicalCoordination –25, combatMeleeWeapon –25 | Rest of encounter |
| 9 | Serious | Weapon into Ally | Nearest ally takes half weapon damage; attacker combatMeleeWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 10 | Catastrophic | Point Buried | Weapon 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Ring | mentalWits –10, combatDefense –5 | 1 round | The weapon clips the helm or skull. The world reorganizes itself briefly. |
| 2 | Ringing Blow | mentalWits –15, physicalReflexes –10 | 1d3 rounds | A solid hit that the skull transmits faithfully to the brain. Ears ring. Eyes correct slowly. |
| 3 | Helm Dent | Sunder Check on helm; mentalWits –15, combatDefense –10 | Penalties 1d3 rounds | The helm absorbs the blow and informs the skull of the exchange. The helm is now uncomfortable. |
| 4 | Jaw Strike | mentalWits –20, mentalDiscipline –15 (Dazed); physicalEndurance –8 (immediate damage) | Dazed 1d3 rounds | The jaw takes a blow it was not designed to receive in that direction. The teeth compare notes briefly. |
| 5 | Temple Hit | mentalWits –25, physicalReflexes –20 (Dazed); combatDefense –15 | 1d3 rounds | The temple is thin and the brain is close. The target is present for the next several seconds in only the most technical sense. |
| 6 | Concussive Strike | physicalReflexes –20, combatDefense –20 (Stunned); mentalWits –20 | Stunned 1d3 rounds; Wits penalty rest of encounter | The brain is oscillating inside the skull in a way that disrupts the queue of instructions. The body acts on old orders. |
| 7 | Skull Cracked | physicalEndurance –15 (immediate); Stunned: physicalReflexes –30, combatDefense –30; mentalWits –30 (long-term until healed) | Stun 1d3 rounds; Wits penalty long-term until healed | The skull has been rearranged. The bone is doing its best but the crack is structural now. |
| 8 | Hard Knockdown | physicalEndurance –15 (immediate); Prone; mentalWits –30, physicalReflexes –30 (Severe concussion, long-term); Sunder Check on helm | Prone until standing; severe concussion until healed | The body goes down in one decision. The mind is busy with the impact and is not available to negotiate. |
| 9 | Skull Fractured | Downed; mentalWits –40, physicalReflexes –40, mentalDiscipline –40 (Severe injury, long-term); physicalEndurance –20 (immediate damage) | Downed; Severe injury until healed | The fracture is not a question of whether but of where and how much. The target is not making decisions for some time. |
| 10 | Catastrophic Head Blow | Downed immediately; Severe injury (all mental and reflex attributes –40, long-term); physicalEndurance –30 (immediate); death if not stabilized in 1d6 rounds | Downed; death without stabilization | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Neck Knock | physicalStrength –10, combatMeleeWeapon –10 | 1 round | The side of the neck takes a blow. The head clarifies its position on the matter. |
| 2 | Throat Glance | mentalDiscipline –15; physicalEndurance –5 (immediate) | Discipline penalty 1d3 rounds | The throat takes a hit and objects strongly. The cough arrives before the pain. |
| 3 | Neck Muscle Strike | physicalStrength –20, combatMeleeWeapon –15 | 1d3 rounds | The neck muscles compress and the next swing has less coordination behind it. |
| 4 | Windpipe Blow | physicalEndurance –8 (immediate); mentalDiscipline –25 (gagging); physicalStrength –20 | Discipline penalty 1d3 rounds; Strength penalty rest of encounter | The trachea compresses. The body's first response is not combat — it is breathing. |
| 5 | Side of Neck | physicalStrength –25, physicalCoordination –20 (combat shock); mentalDiscipline –20 | Rest of encounter | The major muscle on the side of the neck takes a direct blow. The head lists slightly. The body compensates by becoming less useful. |
| 6 | Tracheal Bruise | physicalStrength –20, physicalEndurance –20 (long-term until healed); mentalDiscipline –20 | Discipline penalty rest of encounter; long-term until healed | The windpipe is bruised. It still passes air in both directions but it is making this known on every breath. |
| 7 | Tracheal Crush | physicalEndurance –15 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Downed if not stabilized within 2 rounds | Downed without stabilization; Severe injury until healed | The trachea has been partially collapsed. Air passes but not well. The sound is a new sound that should not exist. |
| 8 | Cervical Strike | physicalEndurance –15 (immediate); Stunned: physicalReflexes –30, combatDefense –30; physicalStrength –25 (long-term); Downed | Downed; long-term until healed | The blow reaches the spine through the neck muscle and the body registers this in every extremity simultaneously. |
| 9 | Cervical Fracture | Downed immediately; physicalEndurance –25 (immediate); physicalStrength –40, physicalEndurance –40 (Severe injury, long-term); risk of permanent disability without immediate surgical intervention | Downed; Severe injury until healed or permanent | The vertebra has been compromised. The body does not know yet what this means. Neither does anyone else. |
| 10 | Neck Broken | Downed immediately; death or permanent paralysis (GM determination based on severity); physicalEndurance –50 (Severe injury) | Downed; permanent | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Impact | Sunder Check on shoulder armor; physicalCoordination –5 | 1 round | The force transmits through the armor to the joint beneath. |
| 2 | Shoulder Glance | combatMeleeWeapon –10, physicalCoordination –10 | 1 round | The weapon strikes the shoulder and the arm loses its line briefly. |
| 3 | Shoulder Blow | physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds | Solid contact. The shoulder absorbs it. The arm communicates its displeasure. |
| 4 | Shoulder Bruise | physicalCoordination –20, combatMeleeWeapon –20, physicalStrength –15 | Rest of encounter | Deep bruising settles into the shoulder immediately. The arm still functions but has complaints. |
| 5 | Clavicle Stressed | physicalStrength –20, physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter | The clavicle bends under the blow without breaking. The shoulder will do what is asked of it, minus a meaningful fraction. |
| 6 | Shoulder Joint Compressed | physicalCoordination –25, combatMeleeWeapon –25 (long-term until healed) | Long-term until healed | The joint has been compressed beyond its tolerances. It will work. It will work badly. |
| 7 | Clavicle Fractured | physicalEndurance –10 (immediate); physicalCoordination –35, combatMeleeWeapon –35, physicalStrength –25 (long-term until healed) | Long-term until healed | The clavicle has broken. The shoulder drops. The arm is still attached and still entirely not working correctly. |
| 8 | Shoulder Separated | physicalEndurance –12 (immediate); physicalCoordination –35, physicalStrength –30, combatMeleeWeapon –35 (Severe injury, long-term); Sunder Check on shoulder armor | Severe injury until healed | The joint has been knocked out of its socket. The shoulder hangs in a way that shoulders are not meant to hang. |
| 9 | Shoulder Shattered | Downed; physicalEndurance –20 (immediate); physicalCoordination –40, physicalStrength –35, combatMeleeWeapon –40 (Severe injury, long-term) | Downed; Severe injury until healed | The shoulder joint, the clavicle, and the surrounding structures have all had opinions about the blow and none of those opinions agree. |
| 10 | Limb Loss Check | Roll on the Limb Loss table (shoulder-level amputation). Pending outcome: Downed; physicalEndurance –30 (immediate) | Downed; see Limb Loss table | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Absorbed | Sunder Check on torso armor; physicalStrength –5 | 1 round | The armor takes the blow and passes some of it through. |
| 2 | Wind Knocked Out | physicalStrength –15, physicalEndurance –10; mentalDiscipline –15 | 1 round | The diaphragm convulses. The body's first priority is now finding air. The fight is an afterthought. |
| 3 | Rib Strike | physicalStrength –15, physicalBalance –10 | 1d3 rounds | The rib cage receives the full report of the blow. The lungs begin their complaint. |
| 4 | Rib Bruised | physicalStrength –20, physicalEndurance –10 (immediate) | Strength penalty rest of encounter | Deep bruising settles into the rib. Every breath is a reminder. |
| 5 | Solar Plexus | physicalStrength –25, physicalEndurance –15; mentalDiscipline –25 (no offensive action this round) | Discipline penalty 1 round; Strength penalty 1d3 rounds | The nerve plexus behind the stomach receives the full force. The body has a single opinion and it is not combat. |
| 6 | Rib Cracked | physicalStrength –20, physicalEndurance –20 (long-term until healed); physicalEndurance –8 (immediate) | Long-term until healed | The rib has fractured. Every breath will make this known for the duration of healing. |
| 7 | Multiple Ribs Cracked | physicalEndurance –12 (immediate); physicalStrength –25, physicalEndurance –25 (long-term); Bleeding (internal): physicalEndurance –2 per round | Long-term until healed; internal bleeding until treated | Two or three ribs report damage simultaneously. The chest now moves as a group with some members dissenting. |
| 8 | Rib Driven Into Organ | physicalEndurance –20 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury); Bleeding (internal): physicalEndurance –4 per round; Downed | Downed; Severe injury until healed; internal bleeding until treated | The fractured rib has introduced itself to something that prefers its own company. The damage here is compounding. |
| 9 | Organ Ruptured | Downed; physicalEndurance –25 (immediate); physicalStrength –35, physicalEndurance –35 (Severe injury, long-term); Bleeding (internal): physicalEndurance –6 per round | Downed; Severe injury until healed; internal bleeding until treated | Something inside has failed under compression. The damage is not visible but the target's body is allocating all available resources to the problem. |
| 10 | Catastrophic Torso Blow | Downed immediately; physicalEndurance –30 (immediate); Severe injury to all physical attributes; Bleeding (internal): physicalEndurance –8 per round; death if not stabilized within 1d6 rounds | Downed; death without stabilization | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Arm Knock | combatMeleeWeapon –10 | 1 round | The arm takes a blow. It bounces back. |
| 2 | Arm Bruise | combatMeleeWeapon –10, physicalCoordination –10 | 1d3 rounds | Deep bruising settles into the arm muscle. The next few swings know about it. |
| 3 | Forearm Strike | physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds | The forearm absorbs the impact. The grip tightens then loosens against intention. |
| 4 | Elbow Strike | physicalCoordination –20, combatMeleeWeapon –20; physicalEndurance –8 (immediate) | Penalties rest of encounter | The elbow receives the blow and announces this through the funny bone to every finger. |
| 5 | Wrist Blow | physicalCoordination –25, combatMeleeWeapon –25 | Rest of encounter | The wrist has been struck. The grip becomes provisional. |
| 6 | Forearm Fractured | physicalEndurance –12 (immediate); physicalCoordination –30, combatMeleeWeapon –30 (long-term until healed) | Long-term until healed | The radius or ulna has broken. The arm is still functional in the way a bridge with a crack is still functional. |
| 7 | Elbow Joint Damaged | physicalEndurance –12 (immediate); physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed) | Long-term until healed | The elbow joint has been compromised. The arm bends but the angle and the force available are both wrong. |
| 8 | Weapon Arm Shattered | physicalEndurance –15 (immediate); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –25 (Severe injury, long-term); Sunder Check on arm armor | Severe injury until healed | The 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. |
| 9 | Arm Destroyed | physicalEndurance –20 (immediate); physicalCoordination –45, combatMeleeWeapon –45, physicalStrength –30 (Severe injury, long-term); Downed | Downed; Severe injury until healed | The 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. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; physicalEndurance –25 (immediate) | Downed; see Limb Loss table | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Leg Knock | combatDefense –10, physicalBalance –5 | 1 round | The leg takes a hit. It remains a leg. |
| 2 | Shin Strike | physicalBalance –15, combatDefense –10 | 1d3 rounds | The shin bone, which is entirely unprotected, meets the weapon with the intimacy this deserves. |
| 3 | Thigh Bruise | physicalBalance –15, combatDefense –15 | 1d3 rounds | The thigh muscle absorbs a blow that will make itself known for the rest of the day. |
| 4 | Knee Strike | physicalBalance –20, combatDefense –20; physicalEndurance –8 (immediate) | Penalties rest of encounter | The knee takes a blow from a direction the knee was not designed to receive. It objects. |
| 5 | Knee Joint Compressed | physicalBalance –25, combatDefense –20 | Rest of encounter | The joint has been compressed by impact. Running is now theoretical. |
| 6 | Patella Cracked | physicalEndurance –12 (immediate); Leg Impaired: physicalBalance –30, combatDefense –25 (long-term until healed) | Long-term until healed | The kneecap has cracked under the blow. The leg still extends but the joint is compromised. |
| 7 | Knee Shattered | physicalEndurance –15 (immediate); Prone; Leg Impaired: physicalBalance –35, combatDefense –35 (long-term until healed) | Prone until standing; long-term until healed | The patella has been destroyed rather than cracked. The knee is now a location rather than a joint. |
| 8 | Femur Blow | physicalEndurance –15 (immediate); physicalBalance –30 (long-term); Prone; Bleeding (internal): physicalEndurance –3 per round | Prone until standing; long-term until healed; internal bleeding until treated | The 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. |
| 9 | Femur Fractured | Downed; physicalEndurance –25 (immediate); Severe injury: physicalBalance –40, physicalEndurance –30 (long-term); Bleeding (internal): physicalEndurance –5 per round | Downed; Severe injury until healed; internal bleeding until treated | The femur has broken. Internal bleeding from the fracture site is significant and immediate. The leg is no longer load-bearing in any sense. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; physicalEndurance –25 (immediate) | Downed; see Limb Loss table | The 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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Short Swing | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Off-Line | combatDefense –10 | 1 round |
| 3 | Minor | Weapon Shudder | combatMeleeWeapon –10, physicalCoordination –5 (vibration in handle) | 1 round |
| 4 | Moderate | Over-Swing | combatDefense –20; opponent may make one free attack | Free attack immediate; penalty 1 round |
| 5 | Moderate | Weapon Dropped | combatMeleeWeapon –30 until rearmed; weapon lands 1d4 feet away | Until retrieved |
| 6 | Moderate | Momentum Spin | Attacker falls prone; combatMeleeWeapon –20, combatDefense –20 | Until standing (costs 1 action) |
| 7 | Serious | Shoulder Strain | physicalCoordination –20, physicalStrength –20, combatMeleeWeapon –20 | Rest of encounter |
| 8 | Serious | Weapon Strikes Ground | Sunder Check on weapon; physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds |
| 9 | Serious | Ally Caught in Arc | Nearest ally takes half weapon damage; attacker combatMeleeWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 10 | Catastrophic | Full Momentum Release | Weapon 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Helm Deflected | Sunder Check on helm; physicalReflexes –5 | 1 round | The bolt skips off the helm. The head is reminded of the proximity. |
| 2 | Scalp Graze | Bleeding: physicalEndurance –2 per round | Until treated | The arrowhead furrows the scalp and continues. A shallow wound, a deep noise. |
| 3 | Cheek Graze | mentalWits –10; Bleeding: physicalEndurance –2 per round | Wits penalty 1d3 rounds; Bleeding until treated | The shaft passes close enough to open the cheek. The wind of it was the first warning. |
| 4 | Ear Struck | mentalWits –20, combatDefense –10; Bleeding: physicalEndurance –2 per round | Wits penalty 1d3 rounds; Bleeding until treated | The bolt clips the ear. The ringing is sharp and specific. |
| 5 | Bolt Lodged in Skull Surface | physicalReflexes –15, combatDefense –15; bolt must be removed before wound heals (removal: First Aid check, failure deals physicalEndurance –5) | Penalties until bolt removed and wound treated | The bolt has lodged in the outer skull without penetrating. It needs to come out. That process is its own event. |
| 6 | Eye Struck | physicalCoordination –25, combatMeleeWeapon –25 (long-term, loss of eye); mentalDiscipline –20 (combat shock); Downed | Downed; long-term until healed | The bolt has entered the eye socket. The eye is not recoverable. The body is still being sorted. |
| 7 | Temple Penetration | Downed; mentalWits –35, physicalReflexes –35 (Severe injury, long-term); physicalEndurance –20 (immediate) | Downed; Severe injury until healed | The bolt has reached past the temple. Consciousness is an open question. |
| 8 | Skull Penetrated | Downed immediately; Severe injury: all mental attributes –40; physicalEndurance –25 (immediate); death in 1d6 rounds without First Aid | Downed; death without stabilization | The bolt is inside the skull now. The records here become medical records. |
| 9 | Brain Reached | Downed immediately; death in 1d3 rounds without immediate surgical First Aid; physicalEndurance –40 (immediate) | Downed; death without immediate stabilization | There are degrees of this result. None of them are good. |
| 10 | Through Skull | Death. No stabilization possible. physicalEndurance –60. | Death | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Armor Stopped | Sunder Check on torso armor; physicalCoordination –5 | 1 round | The bolt pierces the armor surface and stops. The arrowhead is visible in the material. |
| 2 | Shallow Hit | Bleeding: physicalEndurance –2 per round | Until treated | A shallow wound that will close once the bolt is removed. |
| 3 | Bolt Lodged Shallow | physicalBalance –10; Bleeding: physicalEndurance –2 per round; bolt must be removed (First Aid check; failure deals physicalEndurance –3) | Penalties until bolt removed; Bleeding until treated | The bolt is embedded in the outer muscle. It will need to come out. |
| 4 | Rib Struck | physicalEndurance –10 (immediate); physicalStrength –15 | Strength penalty 1d3 rounds | The arrowhead strikes rib and deflects into muscle. The rib stopped it. The rib also fractured. |
| 5 | Bolt Lodged Deep | physicalStrength –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 treated | The bolt is deep in the torso muscle. Every movement negotiates with the shaft. |
| 6 | Gut Pierced | physicalStrength –20 (long-term until healed); physicalEndurance –12 (immediate); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The abdominal cavity has been entered. The infection concern arrives alongside the bleeding concern. |
| 7 | Lung Pierced | physicalEndurance –15 (immediate); physicalStrength –25, physicalEndurance –25 (long-term); Bleeding: physicalEndurance –5 per round | Long-term until healed; Bleeding until treated | The 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. |
| 8 | Organ Struck | physicalEndurance –20 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); Bleeding: physicalEndurance –6 per round; Downed | Downed; Severe injury until healed; Bleeding until treated | The bolt has reached an organ. The organ has recorded this. The target's body is reallocating. |
| 9 | Chest Cavity Entered | Downed; physicalEndurance –25 (immediate); Severe injury: physicalStrength –35, physicalEndurance –35; Bleeding: physicalEndurance –7 per round | Downed; Severe injury until healed; Bleeding until treated | The bolt is inside the chest cavity. This is the healer's problem and it is not a small one. |
| 10 | Heart or Major Vessel | Downed immediately; death in 1 round without immediate First Aid; Bleeding: physicalEndurance –12 per round | Downed; death without immediate stabilization | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Hit | combatDefense –10 or combatMeleeWeapon –10 (attacker's choice of limb impacted) | 1 round | The bolt grazes the limb and passes on. |
| 2 | Shallow Penetration | Bleeding: physicalEndurance –2 per round | Until treated | The arrowhead is in the limb muscle, shallowly. It comes out easily enough. |
| 3 | Bolt Lodged | physicalCoordination –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 treated | The bolt is in the limb. Every movement is a reminder. |
| 4 | Through and Through | physicalCoordination –20 or physicalBalance –20; Bleeding: physicalEndurance –3 per round | Penalties rest of encounter; Bleeding until treated | Entry and exit. Two wounds, both bleeding. |
| 5 | Bone Struck | physicalEndurance –8 (immediate); physicalCoordination –25 or physicalBalance –25 | Penalties rest of encounter | The bolt hits bone and the limb reports the interaction immediately. |
| 6 | Deep Penetration | physicalCoordination –25 or physicalBalance –25 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The bolt is deep. Removing it without additional damage requires a skilled hand and a calm patient, neither of which may be available. |
| 7 | Artery Grazed | Bleeding: physicalEndurance –6 per round; physicalCoordination –20 or physicalBalance –20 (long-term) | Long-term until healed; Bleeding until treated | The bolt has found a vessel. The count is now in effect. |
| 8 | Bone Fractured | physicalEndurance –15 (immediate); physicalCoordination –35 or physicalBalance –35 (long-term until healed); Bleeding: physicalEndurance –4 per round | Long-term until healed; Bleeding until treated | The bone has broken. The limb is still attached but has stopped being useful in the way it was. |
| 9 | Artery Struck | Bleeding: physicalEndurance –8 per round; physicalCoordination –30 or physicalBalance –30 (long-term); Downed if not stabilized within 2 rounds | Downed without stabilization; long-term until healed | The major vessel has been opened by the bolt. Immediate pressure and skilled treatment are the only answers. |
| 10 | Limb Loss Check | Roll on the Limb Loss table. Pending outcome: Downed; Bleeding: physicalEndurance –8 per round | Downed; see Limb Loss table | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Impact | combatDefense –10 or mentalWits –10 (Head); combatMeleeWeapon –10 or physicalBalance –10 (other zones) | 1 round | The stone catches the edge of the target. The energy does not fully transfer. |
| 2 | Solid Strike | physicalEndurance –5 (immediate); relevant attribute –10 (zone-appropriate) | 1 round | A clean hit that finds flesh or bone and leaves a bruise the size of the stone. |
| 3 | Ringing Hit | mentalWits –15 (Head) or physicalCoordination/physicalBalance –15 (limb zones) | 1d3 rounds | The impact resonates through the struck zone. The ringing is literal for head hits. For limb hits it is the numbness that follows bone contact. |
| 4 | Staggering Blow | physicalEndurance –8 (immediate); Staggered: combatMeleeWeapon –15, combatDefense –15 | 1d3 rounds | The impact is solid enough to stagger the target. Forward momentum has become a problem. |
| 5 | Bone Contact | physicalEndurance –10 (immediate); zone-relevant penalty –20 | Rest of encounter | The stone has reached a bone through the muscle above it. The bone has filed a report. |
| 6 | Dazed | mentalWits –20, combatDefense –15 (Head / Neck); physicalCoordination or physicalBalance –20 (limbs); Stunned: physicalReflexes –20 (Torso) | 1d3 rounds | The concussive force disrupts the target's immediate capacity for organized action. |
| 7 | Bone Cracked | physicalEndurance –12 (immediate); zone-relevant severe penalty –30 (long-term until healed) | Long-term until healed | A bone in the struck zone has fractured under the impact. The damage is structural. |
| 8 | Hard Knockdown | physicalEndurance –15 (immediate); Prone; zone-relevant attribute –25 (rest of encounter) | Prone until standing | The impact has moved the target from standing to not-standing. This was not a voluntary decision. |
| 9 | Severe Impact | Downed; physicalEndurance –20 (immediate); Severe injury: zone-relevant attributes –35 (long-term until healed) | Downed; Severe injury until healed | The stone has delivered enough force to close this chapter of the fight. The target will need time before the next one. |
| 10 | Catastrophic Strike | Downed 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 healed | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Cut | Bleeding: physicalEndurance –1 per round; combatDefense –5 | Bleeding until treated; penalty 1 round | The blade catches the target at an angle. A shallow cut, moving fast. |
| 2 | Clean Cut | Bleeding: physicalEndurance –2 per round; zone-relevant attribute –10 | Bleeding until treated; penalty 1d3 rounds | The blade opens a clean wound and embeds nearby or continues past. |
| 3 | Deep Cut | Bleeding: physicalEndurance –3 per round; zone-relevant attribute –15 | Bleeding until treated; penalty 1d3 rounds | The velocity carries the blade deeper than a hand-held strike would have. |
| 4 | Blade Embedded | Bleeding: physicalEndurance –3 per round; zone-relevant attribute –15; blade must be removed (First Aid check; failure: physicalEndurance –4) | Penalties until blade removed; Bleeding until treated | The blade has lodged in the wound. Removal is its own problem. |
| 5 | Severe Cut | Bleeding: physicalEndurance –4 per round; zone-relevant attribute –20 | Bleeding until treated; penalties rest of encounter | A deep wound that opens more than the surface. |
| 6 | Tendon or Vessel Caught | Bleeding: physicalEndurance –5 per round; zone-relevant attribute –25 (rest of encounter) | Bleeding until treated | The cutting edge has reached something functional below the surface. |
| 7 | Major Vessel Cut | Bleeding: physicalEndurance –6 per round; zone-relevant attribute –20 (long-term until healed) | Long-term until healed; Bleeding until treated | The blade has opened a significant vessel. The blood confirms it. |
| 8 | Deep Structural Cut | physicalEndurance –12 (immediate); Bleeding: physicalEndurance –6 per round; zone-relevant Severe injury –30 (long-term) | Severe injury until healed; Bleeding until treated | The cut has gone deep enough to damage structural tissue. Muscle, tendon, and potentially bone have all been involved. |
| 9 | Catastrophic Cut | Downed; Bleeding: physicalEndurance –8 per round; Severe injury: zone-relevant attributes –35 (long-term) | Downed; Severe injury until healed; Bleeding until treated | The wound is extensive. The blade has passed through the zone with a thoroughness that changes the prognosis. |
| 10 | Limb Loss Check or Death | Head/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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Short Shot | Projectile falls short; no damage to any target | Immediate |
| 2 | Minor | Wide | combatRangedWeapon –10 next attack | 1 attack |
| 3 | Minor | Poor Form | combatRangedWeapon –10, combatDefense –5 | 1 round |
| 4 | Moderate | String Snap (bows/crossbows) / Grip Slip (thrown) | Weapon inoperable until restrung or retrieved; combatRangedWeapon –30 until repaired | Until repaired or retrieved |
| 5 | Moderate | Misfire | Projectile misfires; Sunder Check on weapon; combatRangedWeapon –15 | Weapon penalty 1d3 rounds |
| 6 | Moderate | Exposed | combatDefense –20 (exposed during draw/throw); opponent may make one free ranged or melee attack | Free attack immediate; penalty 1 round |
| 7 | Serious | String 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 |
| 8 | Serious | Bolt Jammed (crossbow) / Throw Inverted | Weapon requires full action to clear; attacker prone (thrown weapons); combatRangedWeapon –30 | Until cleared/standing |
| 9 | Serious | Ally in the Arc | Nearest ally takes half weapon damage; attacker combatRangedWeapon –10 | Ally damage immediate; penalty 1d3 rounds |
| 10 | Catastrophic | Weapon Destroyed or Critical Self-Hit | Weapon 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Cuff | mentalWits –10 | 1 round | The fist catches the side of the head. Not enough to stop anyone. Enough to remind them. |
| 2 | Ringing Slap | mentalWits –15, combatDefense –5 | 1 round | An open palm or the flat of a forearm catches the ear. The ring is brief and specific. |
| 3 | Solid Hook | mentalWits –15, physicalReflexes –10 | 1d3 rounds | A clean punch to the jaw or temple. The target is still present but their attention has been redistributed. |
| 4 | Jaw Hit | mentalWits –20, mentalDiscipline –15; physicalEndurance –6 (immediate) | Wits penalty 1d3 rounds; Discipline penalty 1 round | The jaw takes the strike. Teeth compare notes. The target's next few thoughts are slow. |
| 5 | Eye Strike | physicalCoordination –20, combatMeleeWeapon –20 | 1d3 rounds | A thumb, knuckle, or elbow catches the eye. It weeps and closes. The fight continues on one eye. |
| 6 | Daze Strike | mentalWits –25, combatDefense –20 (Dazed) | 1d3 rounds | A heavy strike to the temple or crown. The brain is working but not on this problem. |
| 7 | Hard Knockdown | Prone; mentalWits –25, physicalReflexes –20; physicalEndurance –8 (immediate) | Prone until standing; Wits penalty 1d3 rounds | The blow puts the target on the ground. The decision was made for them. |
| 8 | Stunned | physicalReflexes –30, combatDefense –30 (Stunned, no actions); physicalEndurance –12 (immediate) | 1 round | The brain has paused. The body is managing on its own for one round, and it has a limited repertoire. |
| 9 | Concussion | Downed; mentalWits –30, mentalDiscipline –25 (Severe concussion, long-term until healed); physicalEndurance –15 (immediate) | Downed; Severe injury until healed | The 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. |
| 10 | Knockout | Downed immediately; unconscious for 1d6 minutes; mentalWits –30, mentalDiscipline –30 (long-term until healed); physicalEndurance –20 (immediate) | Unconscious 1d6 minutes; then Downed; long-term until healed | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Throat Tap | mentalDiscipline –10 | 1 round | The strike catches the throat just below full force. The target coughs. |
| 2 | Carotid Tap | mentalWits –15, physicalReflexes –10 | 1d3 rounds | A strike to the carotid sinus. Brief pressure disrupts circulation. The target goes slow. |
| 3 | Throat Strike | mentalDiscipline –20; physicalEndurance –6 (immediate) | Discipline penalty 1d3 rounds | A direct blow to the trachea. The body redirects all resources to the breathing problem. |
| 4 | Neck Muscle Strike | physicalStrength –20, combatMeleeWeapon –15 | 1d3 rounds | A hard edge or forearm across the side of the neck. The head tilts. The arm weakens. |
| 5 | Choke Attempt | Target is Grappled (combatMeleeWeapon –20, combatDefense –20); attacker may maintain hold each round (contested Strength vs Endurance) | Until escaped or released | The arm is around the throat. The question is now about who wins the contest of endurance vs grip. |
| 6 | Wind Choke | physicalStrength –20, physicalEndurance –15; mentalDiscipline –25 (panic) | Rest of encounter | The windpipe is partially compressed. Breathing is labored. The panic is a secondary problem that becomes primary. |
| 7 | Blood Choke | physicalReflexes –25, combatDefense –25; if maintained 2 rounds: Downed (unconscious) | Penalties until escaped; unconscious 1d6 minutes if fully applied | The carotid vessels are compressed. The brain is being asked to work on a reduced supply. It will manage this for a limited time. |
| 8 | Neck Crank | physicalEndurance –10 (immediate); physicalStrength –25, combatMeleeWeapon –30 (long-term until healed); Grappled | Grappled until escaped; long-term until healed | The neck is being leveraged against its preferred range of motion. Every degree of resistance costs. |
| 9 | Full Choke Applied | Downed if not escaped within 1 round (contested roll); unconscious for 1d6 minutes; physicalStrength –25 (long-term) | Downed; unconscious 1d6 minutes; long-term until healed | The blood choke has been fully applied. The count is brief. |
| 10 | Neck Break | Downed immediately; physicalEndurance –30 (immediate); death or permanent paralysis (GM determination); cervical fracture | Downed; permanent unless treated immediately by skilled healer | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Shoulder Shove | physicalCoordination –10, combatMeleeWeapon –10 | 1 round | The strike pushes the shoulder off-line. The weapon arm finds itself pointing somewhere else. |
| 2 | Deltoid Strike | physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds | A hard blow to the deltoid. The arm absorbs it and loses power. |
| 3 | Nerve Strike | physicalCoordination –20, combatMeleeWeapon –20 | 1d3 rounds | A precise strike to the brachial plexus region. The arm lights up with a sensation between pain and electricity and resolves itself into numbness. |
| 4 | AC Joint Strike | physicalCoordination –20, physicalStrength –15, combatMeleeWeapon –20 | Rest of encounter | The acromioclavicular joint takes a direct hit. The shoulder is still functional in a reduced sense. |
| 5 | Shoulder Throw | Prone; physicalCoordination –20, combatMeleeWeapon –20 | Prone until standing; penalties 1d3 rounds | The attacker uses the shoulder as a lever point. The target meets the ground. |
| 6 | Shoulder Lock | Grappled; 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. |
| 7 | Shoulder Dislocated | physicalEndurance –12 (immediate); physicalCoordination –35, physicalStrength –25, combatMeleeWeapon –35 (long-term until healed) | Long-term until healed | The ball has left the socket. The shoulder tells everyone about this loudly and continues to object until it is reduced. |
| 8 | Arm Bar from Shoulder | Prone; 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. |
| 9 | Shoulder Destroyed | physicalEndurance –20 (immediate); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –30 (Severe injury, long-term); Downed | Downed; Severe injury until healed | The joint has been broken in the process of the lock or throw. The dislocation and fracture are now one event. |
| 10 | Full Arm Control + Break | Downed; physicalCoordination –45, combatMeleeWeapon –45, physicalStrength –35 (Severe injury, permanent without healer); Grappled until released by attacker | Downed; permanent disability without healer intervention | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Glancing Body Blow | physicalStrength –10 | 1 round | The blow catches the side and the body absorbs it. |
| 2 | Body Shot | physicalStrength –15, physicalEndurance –8 (immediate) | Strength penalty 1d3 rounds | A hard shot to the midsection. The body communicates this upward. |
| 3 | Floating Rib Strike | physicalStrength –15, physicalBalance –10 | 1d3 rounds | The floating rib is an easy target and the body makes its feelings clear. |
| 4 | Wind Knocked Out | physicalStrength –20; mentalDiscipline –20 (no offensive action this round) | Discipline penalty 1 round; Strength penalty 1d3 rounds | The solar plexus is a reliable target and a predictable result. The body is doing other things for a moment. |
| 5 | Liver Shot | physicalStrength –25, physicalEndurance –15 (immediate) | 1d3 rounds | The 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. |
| 6 | Kidney Strike | physicalStrength –20, physicalEndurance –20 (long-term); physicalEndurance –10 (immediate) | Long-term until healed | The kidney takes a blow and the pain is a different quality than other pain — deeper, more insistent. |
| 7 | Takedown | Prone; 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. |
| 8 | Clinch and Drive | Grappled; Prone; physicalStrength –20, combatMeleeWeapon –25 | Prone and Grappled until escaped | The attacker has closed distance and taken the target to the ground. Both are now dealing with the different problem of ground fighting. |
| 9 | Rib Break | physicalEndurance –15 (immediate); physicalStrength –25, physicalEndurance –25 (long-term until healed); Downed | Downed; long-term until healed | A rib has broken under the impact. The pain is the first problem. The lung proximity is the second. |
| 10 | Full Body Slam | Downed; physicalEndurance –20 (immediate); physicalStrength –30, physicalEndurance –30 (Severe injury, long-term); possible rib-into-organ (GM determination) | Downed; Severe injury until healed | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Arm Parried Away | combatMeleeWeapon –10 | 1 round | The weapon arm is knocked off its intended line. |
| 2 | Forearm Strike | physicalCoordination –15, combatMeleeWeapon –15 | 1d3 rounds | A hard strike to the forearm. The weapon stays in the hand but the grip becomes provisional. |
| 3 | Hammer Fist to Forearm | physicalCoordination –20, combatMeleeWeapon –20 | 1d3 rounds | The weapon arm receives a heavy impact. The hand considers releasing the weapon and decides against it, this round. |
| 4 | Elbow Strike | physicalEndurance –8 (immediate); physicalCoordination –20, combatMeleeWeapon –20 | Rest of encounter | The elbow joint is struck. The funny bone delivers its unfunny report to every finger. |
| 5 | Disarm Attempt | Weapon drops if Strength check failed (contested: attacker Coordination vs defender Strength); combatMeleeWeapon –25 until rearmed if disarmed | Until rearmed | The strike targets the weapon hand. The weapon is now a negotiation. |
| 6 | Wrist Lock | Grappled (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. |
| 7 | Arm Bar | Grappled; Prone if fully applied; physicalCoordination –30, combatMeleeWeapon –35; if maintained: Severe injury risk (contested Strength) | Grappled and Prone until escaped; Severe injury if break occurs | The arm is extended and controlled. The elbow is pointing the wrong direction relative to where the attacker is applying force. |
| 8 | Elbow Hyperextended | physicalEndurance –12 (immediate); physicalCoordination –35, combatMeleeWeapon –35 (long-term until healed) | Long-term until healed | The elbow has gone past its range. The tendons have expressed their objection. The arm will work again — differently, and later. |
| 9 | Arm Broken | physicalEndurance –15 (immediate); physicalCoordination –40, combatMeleeWeapon –40, physicalStrength –25 (Severe injury, long-term); Downed | Downed; Severe injury until healed | The arm has broken under the joint lock or direct strike. The weapon is down. So is the fighter. |
| 10 | Full Joint Destruction | physicalEndurance –20 (immediate); physicalCoordination –45, combatMeleeWeapon –45, physicalStrength –35 (Severe injury, permanent without healer); Downed | Downed; permanent without healer intervention | The 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Leg Tap | physicalBalance –10 | 1 round | A strike to the thigh. The leg is reminded of the fight. |
| 2 | Shin Kick | physicalBalance –15, combatDefense –5 | 1d3 rounds | The shinbone is unguarded and unforgiving as a surface. Both parties know this immediately. |
| 3 | Thigh Kick | physicalBalance –15, combatDefense –15 | 1d3 rounds | The quad receives a strike and the muscle cramps in response. |
| 4 | Back of Knee | physicalBalance –20, combatDefense –15; physicalEndurance –6 (immediate) | Penalties rest of encounter | The strike behind the knee exploits the joint's weakest direction. The leg folds slightly. |
| 5 | Leg Sweep | Prone; physicalBalance –20 | Prone until standing; balance penalty 1d3 rounds | The sweep takes the leg and the body follows the leg. |
| 6 | Knee Kick | physicalBalance –25, combatDefense –20; physicalEndurance –8 (immediate) | Rest of encounter | A kick to the side of the knee. The joint was not designed for this input. |
| 7 | Knee Destroyed | Prone; physicalBalance –35, combatDefense –30 (long-term until healed); physicalEndurance –12 (immediate) | Prone until standing; long-term until healed | The 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. |
| 8 | Ankle Lock | Grappled (leg); Prone; physicalBalance –30, combatDefense –30 | Prone and Grappled until escaped; penalties until escaped | The ankle is controlled. The leg is controlled. The fighter is controlled, laterally. |
| 9 | Leg Broken | physicalEndurance –15 (immediate); physicalBalance –40, combatDefense –40 (Severe injury, long-term until healed); Downed | Downed; Severe injury until healed | The leg has broken under the kick or joint attack. The fighter is no longer a standing problem. |
| 10 | Full Leg Destruction | Downed; physicalEndurance –20 (immediate); physicalBalance –45, combatDefense –45 (Severe injury, permanent without healer) | Downed; permanent without healer intervention | The 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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Wild Swing | combatMeleeWeapon –10 next attack only | 1 attack |
| 2 | Minor | Off-Balance | combatDefense –10 | 1 round |
| 3 | Minor | Knuckle Strike on Armor | physicalEndurance –1d4 (hand struck armor); physicalCoordination –5 | 1 round |
| 4 | Moderate | Overextended Grapple | combatDefense –20; opponent may make one free attack | Free attack immediate; penalty 1 round |
| 5 | Moderate | Missed and Pulled | Prone; combatMeleeWeapon –15, combatDefense –15 | Until standing (costs 1 action) |
| 6 | Moderate | Grapple Reversed | Grappled by opponent; attacker combatMeleeWeapon –20, combatDefense –20 | Grappled until escaped |
| 7 | Serious | Wrist Sprain | physicalCoordination –25, combatMeleeWeapon –20 | Rest of encounter |
| 8 | Serious | Takedown on Self | Attacker thrown to ground; Prone; physicalEndurance –8 (immediate); combatMeleeWeapon –20, combatDefense –20 | Prone until standing; penalties 1d3 rounds |
| 9 | Serious | Struck Own Weapon (if armed ally nearby) | Nearest armed ally takes half weapon damage OR attacker physicalEndurance –1d8 from own impact | Immediate |
| 10 | Catastrophic | Full Self-Takedown | Attacker 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.
| d10 | Result | Consequence | Bleeding | Long-term |
|---|---|---|---|---|
| 1–2 | Limb Intact | Severe injury to limb only; no loss | physicalEndurance –4 per round | Severe injury until healed |
| 3–4 | Partial Severing | Limb attached by tissue only; functionless; surgical amputation required or Severe injury remains permanently | physicalEndurance –6 per round | Severe injury; limb non-functional until surgically addressed |
| 5–6 | Distal Amputation | Hand or foot lost (arm/leg) or fingers/toes (hand/foot result); or ear/nose (head result) | physicalEndurance –5 per round; tourniquet stops bleeding | Permanent: relevant fine-motor attributes –30; prosthetic may partially compensate |
| 7–8 | Mid-Limb Amputation | Arm lost at elbow or leg lost at knee; Downed; immediate unconsciousness from shock (1d6 minutes) | physicalEndurance –8 per round; tourniquet stops bleeding | Permanent: limb absent; physicalCoordination –40 or physicalBalance –40; prosthetic restores limited function |
| 9 | High Amputation | Arm lost at shoulder or leg lost at hip; Downed; immediate unconsciousness; death in 3 rounds without immediate tourniquet and First Aid | physicalEndurance –10 per round | Permanent: limb absent; no prosthetic equivalent; major attribute reduction |
| 10 | Catastrophic Loss | Limb lost at highest possible level; Downed; immediate unconsciousness; death in 1 round without immediate intervention | physicalEndurance –12 per round | Permanent: 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).
| d10 | Target | Effect |
|---|---|---|
| 1–6 | Rider | Resolve using the normal weapon table for the zone rolled. |
| 7–9 | Mount | The 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). |
| 10 | Dismount | Rider is thrown. Prone and Downed. Mount panics — Riding check required to control on the mount's next activation or it flees. |
Fumbles While Mounted
| d10 | Effect | Consequence |
|---|---|---|
| 1–4 | Normal fumble result | Resolve using the attacker's weapon fumble table. Mounted position provides no protection from fumbles. |
| 5–7 | Mount Disturbed | Mount loses composure; Riding check or mount moves erratically 1d3 hexes away from intended direction. |
| 8–9 | Saddle Loss | Rider loses secure seating; combatMeleeWeapon –15, combatDefense –15 until reseated (1 action, Riding check). |
| 10 | Involuntary Dismount | Rider 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) | Zone | Notes |
|---|---|---|
| 01–10 | Head / Face | Eyes, jaw, horns if present. Use Head column from weapon table. |
| 11–20 | Neck | Throat, cervical area, if applicable. Use Neck/Throat column. Creatures without defined necks: reroll. |
| 21–50 | Torso / Body | Main body mass. Use Torso column from weapon table. |
| 51–60 | Forelimbs / Arms / Claws | Front limbs, wings (if primary weapons), tentacles. Use Arms column. |
| 61–70 | Hindlimbs / Legs | Rear limbs, haunches. Use Legs column. |
| 71–85 | Flanks / Abdomen | Exposed belly or flank, often unarmored. Use Torso column at +1 severity tier. |
| 86–95 | Tail / Appendage | Tail, secondary limb, or distinctive appendage. Use Legs column; Limb Loss table applies on 10. |
| 96–100 | Exposed Weakness | Eyes, underbelly, gills, exposed heart — GM defines per creature type. Treat as Head result at full severity regardless of weapon type. |
Creature Severity Modifiers
| Creature Type | Modifier | Notes |
|---|---|---|
| Standard beast | None | Use weapon tables as written. |
| Large creature | –1 tier on d10 result | Large creatures absorb damage better. Reduce effective d10 by 1 (minimum 1). |
| Huge / Giant creature | –2 tiers on d10 result | Minimum effective d10 result is 1. Catastrophic effects require a natural 10 before modifier. |
| Exposed weakness zone | +2 tiers on d10 result | Maximum effective d10 result is 10. Natural 10s on the location roll add +1 to the effect roll. |
| Undead / Construct | Bleeding effects ignored; Stunned effects halved | Undead and constructs do not bleed and may not be stunned. All other Consequence effects apply. |
| Elemental | Physical Severe injuries inapplicable; use GM-defined equivalent | Elementals 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.
| Status | Mechanical Effect | Duration | Clears When |
|---|---|---|---|
| Bleeding | physicalEndurance loses the listed amount per round at the start of that character's turn. Amount varies by entry. | Ongoing each round | Successful First Aid check (no penalty unless otherwise noted). One check ends the bleeding entirely. The wound remains; the blood loss stops. |
| Dazed | mentalWits –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. |
| Downed | The 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 resolves | Successful 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. |
| Grappled | The 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 released | Contested Strength check (target vs attacker) once per round as a standard action. Success ends the grapple. Alternatively, the attacker may choose to release. |
| Prone | combatMeleeWeapon –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 standing | Costs 1 action to stand. Standing from Prone does not trigger zone-of-control exhaustion. |
| Severe Injury | The 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 healer | Successful Medical check by a trained healer, plus rest time (GM determination based on severity). Some severe injuries may be permanent without surgical intervention. |
| Stunned | physicalReflexes –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 Impaired | physicalCoordination –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 Impaired | physicalBalance –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 Shock | mentalDiscipline –20, mentalWits –10. The target is psychologically disrupted by the severity of an injury. | 1d3 rounds | Duration 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.
| Attribute | Governs | Affected by |
|---|---|---|
| physicalStrength | Raw power: damage output, carrying capacity, Strength-check results | Muscle damage, fatigue, severe injuries to torso and shoulders |
| physicalEndurance | Hit points, stamina, resistance to ongoing harm | Direct damage, bleeding, severe injury; also used as the HP pool |
| physicalCoordination | Fine motor control, weapon handling, off-hand actions | Arm and shoulder wounds, wrist injuries, nerve damage |
| physicalBalance | Footing, stance, movement on difficult terrain | Leg and ankle wounds, knockdowns, kneecap damage |
| physicalReflexes | Initiative, reaction speed, early-warning avoidance | Head trauma, concussion, nerve damage, stun effects |
| mentalWits | Situational awareness, perception checks, tactical decisions | Head trauma, daze effects, blood loss to the brain |
| mentalDiscipline | Morale, pain tolerance, resistance to fear and shock | Severe wounds, combat shock, threatening results |
| combatMeleeWeapon | To-hit and quality of melee attack rolls | Arm impairment, coordination loss, weapon-arm injuries |
| combatRangedWeapon | To-hit and quality of ranged attack rolls | Hand and wrist injuries, balance disruption, visual impairment |
| combatDefense | Defense roll target numbers and base avoidance | Leg 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 Type | First Aid | Medical Treatment | Rest Only |
|---|---|---|---|
| Bleeding | Stops 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 Consequence | Cannot clear encounter-duration consequences. | Can clear with successful Medical check after the encounter. | Clears after full rest (8 hours). |
| Long-term / Severe Injury | Cannot 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 Loss | Can 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. |
| Downed | Stabilizes 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Perfect Timing | +20 to next social check against this target | Next check this encounter | The words arrived at exactly the moment the target was ready to receive them. |
| 2 | Unexpected Accord | Target concedes one minor additional point beyond what was asked | Scene | They came to say no. They leave wondering when they changed their mind. |
| 3 | Crowd Reads It | All witnesses gain +10 to social checks against this target this scene | Scene | The room saw it. That knowledge shifts the balance for everyone present. |
| 4 | Reputation Leverage | Social checks against associates of this target gain +15 for the rest of the session | Session | Word travels faster than the target can correct it. |
| 5 | Rattled Composure | Target's next social check against the character suffers –20 | Next check | The mask slipped. The target knows they lost something and cannot quite name what. |
| 6 | Committed | Target is bound by their own words — breaking the agreement costs them socially with all present | Until broken | They said it in front of people. That sentence is now load-bearing. |
| 7 | Disposition Shifted | A hostile NPC becomes neutral; a neutral NPC becomes favorable | Rest of session | The argument was the wrong one to give, and they know it now. |
| 8 | Information Extracted | Target inadvertently reveals one piece of hidden information | Immediate | They told you something they did not mean to. |
| 9 | Genuine Ally | Target offers unsolicited assistance beyond the scope of the interaction | Ongoing | Something in the exchange convinced them. They will remember which side to be on. |
| 10 | Social Mastery | Character sets the terms of the entire situation; all witnesses are favorable; any who openly oppose gain Shamed status | Scene | The 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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Awkward Silence | –5 to next social check with this target | Next check |
| 2 | Minor | Misread the Room | All opposition social checks this scene gain +10 | Scene |
| 3 | Minor | Overpromised | Character is committed to a minor concession not originally intended | Until resolved |
| 4 | Moderate | Revealed Interest | Target now knows what the character actually wants from this interaction | Permanent knowledge |
| 5 | Moderate | Backfire | Social approach achieves the opposite effect; target is now more resistant | Scene |
| 6 | Moderate | Public Slip | Witnesses remember the failure; –15 to social checks in this location for the rest of the session | Session |
| 7 | Serious | Shamed | Shamed status: –20 to all social checks until reputation is actively repaired | Until repaired |
| 8 | Serious | Accusation Triggered | Target or a witness openly accuses the character of deception, manipulation, or hostility | Scene onward |
| 9 | Serious | Burned Contact | One allied or neutral NPC relationship is permanently strained; future checks with them at –20 | Long-term |
| 10 | Catastrophic | Social Collapse | All present become hostile or deeply suspicious; Shamed status; cannot re-attempt this scene | Scene 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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Clean Execution | Obstacle or challenge cleared without any fatigue or penalty cost | Immediate | The body did exactly what was asked of it. |
| 2 | Faster Than Expected | Task or movement completes 1d3 rounds or time increments sooner than normal | Immediate | Distance submitted before resistance could organize. |
| 3 | Sustained Concealment | On Stealth: remain undetected for 1d3 additional rounds without a new check | 1d3 rounds | They looked right through the space where the character stood. |
| 4 | Perfect Stride | On Athletics or Riding: this round's movement costs no stamina; +10 to next physical check | This round | All effort, no cost. |
| 5 | Animal Trust | On Animal Handling: creature responds to all commands without hesitation for the rest of the encounter | Encounter | Something in the approach communicated what words could not. |
| 6 | Environmental Read | Character identifies one hidden hazard, shortcut, or tactical advantage in the current environment | Immediate | The space opened up in a way that training alone doesn't teach. |
| 7 | Instructive Moment | An ally who observed this check gains +10 to the same skill type for the rest of the session | Session | Watching this was worth more than a lesson. |
| 8 | Impossible Position | Character gains perfect tactical position; +20 to next attack, defense, or physical check | Next action | They ended up exactly where no one expected them to be. |
| 9 | Fear Response | One observer becomes hesitant or backs down; –15 to their checks this scene | Scene | What they saw required a recalibration of what they thought was possible. |
| 10 | Legendary Act | The feat is remembered; one bonus social concession or morale effect for the rest of the session | Session | This 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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Stumble | –5 to next physical check | Next check |
| 2 | Minor | Sound Made | On Stealth: roll a new detection check at –10 | Immediate |
| 3 | Minor | Animal Spooked | On Animal Handling: creature refuses next command; –10 to Animal Handling this scene | Scene |
| 4 | Moderate | Exposed | Character's position or intent is revealed to at least one relevant party | Remainder of scene |
| 5 | Moderate | Off Balance | physicalBalance –15; movement halved | 1 round |
| 6 | Moderate | Minor Injury | physicalEndurance –1d6 (sprain, bruise, wrenched joint) | Until rested |
| 7 | Serious | Hard Fall | Prone; physicalEndurance –1d8; physicalBalance –10 for rest of encounter | Prone until standing (1 action); balance penalty for encounter |
| 8 | Serious | Fully Detected | On Stealth: all nearby hostiles are immediately alerted; concealment ends | Permanent for this scene |
| 9 | Serious | Injury | physicalEndurance –2d6; one physical attribute –10 for rest of encounter | Attribute penalty until end of encounter; HP loss until treated |
| 10 | Catastrophic | Disabling Injury | Prone; physicalEndurance –3d6; Severe Injury — GM determines type based on activity | Long-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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Faster Work | Task completed 1d3 time increments sooner than normal | Immediate | The hands knew the shape of the problem before the mind finished describing it. |
| 2 | Unexpected Find | On Lore: one additional relevant detail uncovered beyond what was asked | Immediate | The record turned. There was more on the other side. |
| 3 | Superior Quality | On crafting: result is Masterwork; enhanced durability or effectiveness | Permanent | This piece will outlast the maker's other work. |
| 4 | Teaching Moment | An observing ally gains +10 to the same skill type for the rest of the session | Session | Watching this was worth more than the instruction. |
| 5 | Efficient Triage | On First Aid: patient stabilizes fully with no further checks needed this encounter | Encounter | The wound understood the treatment. |
| 6 | Diagnosis | On medical or scholastic: root cause of a problem identified without extended research | Immediate | The symptoms arranged themselves into something legible. |
| 7 | Lucky Salvage | On crafting: failed or wasted materials are recovered; next craft attempt uses half normal materials | Next attempt | Nothing was wasted. That is unusual. |
| 8 | Expert Application | Effect of the skill check is doubled in potency or duration | As rolled | The technique was applied at exactly the right moment in exactly the right way. |
| 9 | Breakthrough | Gain insight into an adjacent field; one Lore or Craft check in a related area auto-succeeds | Next related check | The question answered itself by answering a different question first. |
| 10 | Masterwork | The result is exceptional by any standard and adds a lasting narrative benefit; GM determines nature | Permanent | This 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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Miscalculation | One minor error in the output; discovered later at GM discretion | Discovered later |
| 2 | Minor | Wasted Time | Time cost doubled; goal not yet achieved | Immediate |
| 3 | Minor | Substandard Work | On crafting: item is functional but –10% effectiveness or quality | Permanent to item |
| 4 | Moderate | Misdiagnosis | On medical: incorrect treatment plan delivered; patient gains no benefit this scene | Scene |
| 5 | Moderate | Materials Wasted | Crafting or medical materials consumed; must resupply before next attempt | Until resupplied |
| 6 | Moderate | Harmful Error | On medical or alchemy: patient or character takes physicalEndurance –1d6 | Immediate |
| 7 | Serious | Wrong Conclusion | On Lore: false information is confidently delivered; GM plants one incorrect belief | Until actively corrected |
| 8 | Serious | Tool Damage | Primary tool or instrument is damaged; –20 to next check without repair | Until repaired |
| 9 | Serious | Incident | A dangerous mistake — fire, spill, structural failure, or contamination; GM determines scope | GM determined |
| 10 | Catastrophic | Disaster | The work fails catastrophically; lasting consequence to the item, patient, or location | Long-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.
| d10 | Effect | Consequence | Duration | Flavor |
|---|---|---|---|---|
| 1 | Amplified Reach | Effect extends to one additional valid target at no extra cost | Immediate | The channel found more to carry than was asked of it. |
| 2 | Extended Duration | Duration of the effect is doubled | As doubled | The resonance held longer than it had any reason to. |
| 3 | Clean Attunement | No attunement check required for any related item or effect this scene | Scene | The channel opened without resistance. |
| 4 | Surge | Effect magnitude or potency increased by 50% | Immediate | Something answered from further out than expected. |
| 5 | Veil Parted | One hidden magical phenomenon, entity, or property becomes briefly visible or perceptible | Moment | The world showed a layer it does not usually show. |
| 6 | Artifact Resonance | One attuned item temporarily gains an enhanced property; GM determines nature | Scene | The artifact recognized the moment. |
| 7 | Backlash Absorbed | The first negative magical effect targeting this character this scene is negated | Scene (once) | The resonance turned what was sent back. |
| 8 | Faith Anchored | On Faith checks: next social check against a believing target auto-succeeds | Next relevant check | Conviction, when it lands correctly, is indistinguishable from proof. |
| 9 | Channel Mastered | Next three resonance or magical checks in this scene auto-succeed | 3 checks | The path is clear. Everything cooperates. |
| 10 | Convergence | A permanent minor magical benefit or attunement is established; GM determines nature | Permanent | Something 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.
| d10 | Tier | Effect | Consequence | Duration |
|---|---|---|---|---|
| 1 | Minor | Interference | All resonance and magical checks this scene at –5 | Scene |
| 2 | Minor | Static | Artifact attunement disrupted; requires a new attunement check | Until re-attuned |
| 3 | Minor | Overreach | senseFaith or primary resonance attribute –10 | 1 round |
| 4 | Moderate | Attunement Lost | One attuned item loses its bonus until the character takes a long rest | Until long rest |
| 5 | Moderate | Wild Flare | Visible or audible magical discharge attracts attention from all within range | Immediate |
| 6 | Moderate | Channel Blowback | physicalEndurance –1d6 from feedback; senseFaith –5 for the scene | HP immediate; attribute for scene |
| 7 | Serious | Resonance Drain | senseFaith and mentalWisdom –15 for rest of scene | Scene |
| 8 | Serious | Inversion | Effect targets the caster or reverses entirely; GM determines specifics | Immediate |
| 9 | Serious | Breach | A contained magical element releases; GM determines nature and scope | GM determined |
| 10 | Catastrophic | Unraveling | All active attunements drop; magical and resonance checks are impossible until long rest | Until long rest |

