D100 Roll |
Result |
01-20 |
Sprained /Dislocated shoulder. 1d4 HP wound. Subtract 2 from the character's attack and 1 from the damage his weapon does on a successful hit, until his injury heals. |
21-45 |
Sprained/Dislocated arm. 1d3 HP wound. Subtract 2 from both attack and defence until healed |
46-75 |
Sprained/Dislocated leg. 1d3 HP wound. Until healed the character must subtract 1 from attack and defence, halve his evasion and movement rate and cannot run. |
76-85 |
Broken Arm. 1d4 HP wound. Subtract 2 from attack and defence. Cannot use two-handed weapons (including bows) until healed |
86-97 |
Broken leg. 1d4 HP wound. Until healed the character must subtract 2 from attack and defence, halve his evasion and movement rate and cannot run. |
98-00 |
Broken Neck. Character dies unless a spell of greater healing is cast upon him within one minute. Even then he cannot fight for 1-3 days afterwards. Miracle cure is needed 20% of the time to prevent paralysis. |
D100 Roll |
Result |
01-20 |
Sprained /Dislocated shoulder. 1d4 HP wound. Subtract 2 from the character's attack and 1 from the damage his weapon does on a successful hit, until his injury heals. |
21-45 |
Sprained/Dislocated arm. 1d3 HP wound. Subtract 2 from both attack and defence until healed |
46-70 |
Sprained/Dislocated leg. 1d3 HP wound. Until healed the character must subtract 1 from attack and defence, halve his evasion and movement rate and cannot run. |
71-80 |
Broken Arm. 1d4 HP wound. Subtract 2 from attack and defence. Cannot use two-handed weapons (including bows) until healed |
81-90 |
Broken leg. 1d4 HP wound. Until healed the character must subtract 2 from attack and defence, halve his evasion and movement rate and cannot run. |
91-92 |
Concussion. 1d6 HP wound. Character is knocked out. When he comes round subtract 1 from attack, defence, evasion, magic defence and perception. The character may not use magic until recovered completely. |
93-94 |
Broken ribs. 1d4 HP wound. Until healed subtract 2 from attack and defence. Running and crawling are not possible. There is a 20% chance that a rib will pierce a lung causing the character to drown in his own blood unless greater healing is cast on him within two minutes. |
95-96 |
Broken jaw. 1d3 HP wound. Until healed the character cannot speak (Sorcerers and Warlocks cannot cast spells). 25% chance of loss of 1-3 looks points permanently. |
97.98 |
Broken Neck. Character dies unless a spell of greater healing is cast upon him within one minute. Even then he cannot fight for 1-3 days afterwards. Miracle cure is needed 20% of the time to prevent paralysis. |
99-00 |
Smashed skull. Character dies unless greater healing is cast on him within one minute. Even then cannot fight for 1-3 days afterwards. Miracle cure is needed 70% of the time to prevent loss of 1-3 Intelligence points permanently. |
D100 roll |
Result |
01-20 |
Muscle punctured/torn in chest. 1d3 HP wound. Subtract 2 from attack and 1 from weapon damage and character may not crawl till injury heals. |
21-45 |
Muscle punctured/torn in arm. 1d3 HP wound. Subtract 2 from both attack and defence until healed |
46-65 |
Muscle punctured/torn in leg. 1d3 HP wound. Until healed the character must subtract 1 from attack and defence, halve his evasion and movement rate and cannot run. |
66-80 |
Joint damaged/mangled in arm. 1d4 HP wound. Subtract 4 from defence and may not use two-handed weapons until healed. |
81-92 |
Joint damaged/mangled in leg. 1d4HP wound. Until healed character must subtract 2 from attack, halve evasion and movement and cannot run. |
93-94 |
Jugular vein severed. Character loses 1d6 HP until bleeding is stopped. |
95-96 |
Heart punctured. Character dies instantly unless greater healing is cat on him within one minute. Even then me cannot fight for 1-3 days afterwards. |
97-98 |
Lung punctured. Character drowns in his own blood unless greater healing is cast within two minutes. Thereafter he will be permanently short of breath and cannot run for periods exceeding one minute. This effect can be reversed my miracle cure if cast within a year of the original injury. |
99-00 |
Spine hit. 1d6HP wound if strike is from front. Character is paralysed permanently from the neck (30% chance) or waist down (70% chance). Miracle cure can reverse the effect if cast within one month. |
D100 roll |
Result |
01-30 |
Muscle torn in arm. 1d4 HP wound. Subtract 2 from both attack and defence until healed |
31-60 |
Muscle torn in leg. 1d4 HP wound. Until healed the character must subtract 1 from attack and defence, halve his evasion and movement rate and cannot run. |
61-75 |
Tendons severed in arm. 1d6 HP wound. Subtract 2 from attack and defence and may not use two-handed weapons until healed. |
76-90 |
Tendons severed in leg. 1d6HP wound. Until healed character must subtract 1 from attack, halve evasion and movement and cannot run. |
91-92 |
Nose slit. 1d3 HP wound. Character loses 1d4 Looks points permanently |
93-94 |
Arm severed. Character loses 1d3 HP per round until bleeding is stopped. 50% chance it is the characters weapon arm in which case subtract 2 from attack and defence permanently. 50% chance it is the hand in which a Sorcerers power resides (or either hand in the case of a Warlock) in which case all magic is lost permanently. |
95-96 |
Leg severed. Character loses 1d3 HP per round until bleeding is stopped. Thereafter he must use a crutch and so cannot run or use two-handed weapons. Subtract 1 from attack and defence, halve movement rate and evasion permanently. |
97-98 |
Disembowelled. Character dies unless greater healing is cast on him within one minute, even then he may not fight for 1-3 days afterwards. |
99-00 |
Decapitated. Dies instantly. |
D100 roll |
Result |
01-20 |
Muscle punctured in neck. 1d3 HP wound. Subtract 2 from attack, character may not wear a steel helm until healed. |
21-45 |
Muscle punctured in arm. 1d3 HP wound. Subtract 2 from attack and defence until healed. |
46-65 |
Muscle punctured in leg. 1d3 HP wound. Until healed Subtract 1 from attack and defence, halve characters evasion and move rate and cannot run. |
66-80 |
Joint damaged in arm. 1d4 HP wound. Subtract 4 from attack until healed. |
91-92 |
Joint damaged in leg. 1d4 HP wound. Subtract 2 from attack, halve evasion, move and running rate. |
93-94 |
Eye put out. 1d6 HP wound. Subtract 1 from attack and 2 |
95-96 |
Heart punctured. Character dies instantly unless greater healing is cast on him within one minute. Even then he may not fight for 1-3 days afterwards. |
97-98 |
Lung punctured. Character drowns in his own blood unless greater healing is cast within two minutes. Thereafter he will be permanently short of breath and cannot run for periods exceeding one minute. This effect can be reversed my miracle cure if cast within a year of the original injury. |
99-00 |
Windpipe crushed/blocked. 1d4 HP wound. Character may survive for as many rounds as he has Strength points before he suffocates. Clearing the blockage causes a further 1d4 HP damage. Thereafter the character must have one hand free to put over the hole when talking (as a result of the limited movement warlocks and sorcerers subtract 4 from their magic attack or the speed of the spell when casting.) |
D100 roll |
Result |
01-25 |
Overbalanced. Character loses his attack this round and must spend the next round recovering. |
26-45 |
Bashed onto knees. Character loses his attack this round and must spend the next round recovering and one round standing up. While on his knees he must subtract 4 from defence. |
46-65 |
Bashed onto back. Character loses his attack this round and must spend the next round recovering, one round getting to his knees and one round standing up. While on his back he must subtract 8 from defence. |
66-80 |
Weapon/shield lost. The weapon or shield (attackers choice) lands 1-6m away. If casting a spell it misfires. If no weapon, shield or spell is present then the helmet is lost. |
81-87 |
Helmet lost. If character is wearing plate or chain then subtract 1 from AF. The helm lands 1-6m away. If wearing no armour, any other type of armour or no helm the character is dazed. |
88-93 |
Dazed. Halve attack, defence, evasion, stealth and perception for 2d4 rounds. While dazed the character may not use magic. In addition he must roll under his reflexes on 1d20 to avoid dropping his weapon. |
94-98 |
Dazed and knocked onto back. See both entries above. |
99-00 |
Knocked out. Reduce characters HP to 0. Once conscious he regains 2 HP per minute until back to his normal level |