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Both of these tables apply only to combat dice rolls.
Critical Hits - A critical roll is a roll
in which you gain 5 successes or more, for every two successes above (rounding
down) 5 you get add +1 to the D10 roll, so 7/8 successes is +1, 9/10 is
+2 etc.
| Roll |
Result |
| 1-2 |
A powerful blow causes your opponent
to stumble, they have a -1 Initiative modifier next turn. |
| 3-4 |
Your send your opponent to the ground,
they suffer -2 Initiative next turn or fight prone. |
| 5-6 |
A blow to the head stuns your oponent
for the next turn. |
| 7-8 |
A graceful blow begs a good follow up,
you gain +3 Initiative next turn. |
| 9 |
They leave themselves wide open and take
a deadly blow, you do +50% damage |
| 0 |
A huge strike almost cleaves your opponent
in two, you do double damage. |
Botches - As said in the rules, a botched roll is any roll in which you
roll more ones than successes.
| Roll |
Result |
| 1 |
You trip and drop your weapon. Halve you Initiative
next turn as you pick it up. |
| 2 |
A foot slips and you land on your backside, -2 Initiative
next turn or fight prone |
| 3 |
Your weapon takes the brunt of the blow and cracks,
if it is used before being fixed it breaks. |
| 4 |
You stumble and catch your closest ally, roll for
damage as usual, but halve the amount. |
| 5 |
A missed blow almost kills you friend, roll normal
damage against your closest ally. |
| 6 |
Tripping, you hit yourself and are dazed for a turn. |
| 7 |
A truly excellent miss hits you, roll for damage
as normal against yourself. |
| 8 |
You leave yourself wide open, you opponent
gains +2 Initiative next turn. |
| 9 |
You get tangled in your clothing/armour, and suffer
-2 Dex until you spend a turn sorting it out. |
| 0 |
A truly monumental botch means roll twice on this
chart, ignoring further '0's |
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