Critical Hits and Fumbles Chart

Thom’s Criticals Chart

Natural 1 = Critical Fumble
Natural 20 = Critical Hit, as long as combatant hits by 5 or more.

Note: Skills or items can either lower the critical hit number (from a Natural 20 to a Natural 19 or 20), or to give bonuses to critical hit table rolls and reductions to critical fumble table rolls.

Critical Hits Table

Roll Damage Increase Result Effect
1- 110% Lucky Shot
2 125% Appear Competent
3 150% Seem Quite Able
4 150% Look Very Cool
5 150% Enrage Opponent (foe has -1 to hit, +1 to be hit, but +1 damage next attack)
6 150% Intimidate Opponent (morale check, +1 init (penalty) next attack)
7 150% Quick Recovery (-2 init)
8 150% Very Quick Recovery (-5 init)
9 150% Good Set Up (-2 init and +1 to hit next attack)
10 150% Good Feint (+2 AC (bonus) vs next attack)
11 200% Outmaneuver Foe (+2 to hit next attack)
12 200% Fool Opponent (-2 init and +2 to hit next d3 attacks)
13 200% Injure Torso or Leg (foe has +2 init or 3/4 move until rested)
14 200% Learn Flaw (+1 to hit this foe FOREVER)
15 200% Injure Arm or Leg (foe has 1/2 move or -2 to hit and damage until rested)
16 200% Ruin 1 Limb (wing, arm, other useless until fully healed)
17 200% Free Follow Up Attack (-1 to hit, no crit possible)
18 300% Free Follow Up Attack (+1 to hit)
19 300% Debilitating Blow (50% chance per stat to be -2 until healed)
20 400% Brain Hit (make system shock or die, 25% loss of one sense (sight, hearing, etc.))
20+ 500% As Brain Hit PLUS Roll Again on Crit Chart


Critical Fumbles Table

Roll

Result

Effect

1 Look Silly -
2 Item on Battlefield Sustains Damage -
3 Stumble (-1 (penalty) to AC for d8 Time Units)
4 Overly Compassionate (-2 damage next attack)
5 Out of Breath (lose d6 TU’s)
6 Lose Concentration (-1 to all rolls next attack)
7 Loose Grip (+4 TU’s and opponent gains -1 to init)
8 Weapon Stuck (2d4 TU to free, no parry)
9 Outmaneuvered (-2 (penalty) AC for next attack)
10 Faked Out (-2 AC and +2 to init next attack)
11 Armor Strap Breaks (-1 to AC until repaired)
12 Twist Ankle (1/2 move until rested)
13 Drop Guard (1 opponent gains free attack at -2 to hit)
14 Bad Feint (opponent learns tactic, -1 to hit this foe FOREVER)
15 Pull Shoulder (-1 damage, +1 init until rested and stretched)
16 Drop Weapon (d12 position, d4-1 distance)
17 Throw Weapon (d12 position, 2d6+1 distance)
18 Fall Prone (lose 4 TU’s, fight prone or get up)
19 Hurt Self (weapon damage)
20 Hit Friend (roll to hit without bonuses from magic or stats, hurt self if alone)
20+ Hit Friend PLUS Roll Again on Fumble Table

Critical Hits and Fumbles Chart

Corwyn-Reinhardt Campaign knowman