d68 | Result |
---|---|
1 |
No effect other than a guaranteed hit. |
2 |
Hold at Bay: Defender can't retaliate against attacker during their next turn. |
3 |
Defender is disarmed. |
4 |
Yoink: May take an item from the defender, other than their wielded weapon. |
5 |
May attack the defender again with an unarmed, trip, or grapple attack. |
6 |
Defender makes a morale roll. |
7 |
Defender is pinned or restrained. |
8 |
Attacker may move the defender in any direction and/or swap places with them. |
9 |
Break or remove the defender's armor. |
10 |
Knock down the defender. |
11 |
Attacker can follow up by attacking another enemy next to the defender. |
12 |
Attacker can move through or away from the defender, and the defender can't react to the move. |
13 |
Staggering Blow: Penalty to defender's next action. |
14 |
Maximum damage. (Or 50% more fixed damage.) |
15 |
Double damage. |
16 |
Defender is exposed. Attacker's allies can react by making free attack. |
17 |
Called Shot: Hit enemy in location of your choice, causing an appropriate wound (busted arm/leg, stunned, winded, blinded, etc). |
18 |
Defender is distracted and can't react for one round. |
19 |
Break weapon/helmet/etc. Shrapnel hits nearby enemy for minor damage. |
20 |
Blood Splatter: Enemy is bleeding badly, and they or another nearby enemy is blinded for one round by blood in eyes. |
21 |
Earthshaking Blow: All nearby creatures, except for attacker, are knocked back and must roll to remain standing. Nearby objects may be knocked over as well. |
22 |
Enemy belt/backpack/etc is torn asunder. All of their belongings spill out on the ground. |
23 |
Double all attack damage dealt to enemy for one round. |
24 |
Defender is winded. Penalty to rolls and movement until they spend a turn to regain their strength. |
25 |
Defender is stunned for one round. Unless they succeed at a roll, they are knocked out for d20 minutes. |
26 |
Reeling: Defender is confused and takes a random action on their next turn (GM decides or rolls). |
27 |
Slice off a piece of enemy weapon/tooth/tail/etc. Halve damage from corresponding attacks. |
28 |
Break or sever enemy's finger. Small penalty to attacks. Large penalty to fine manipulation (crafting, sleight of hand, etc). |
29 |
Double maximum damage. (Or triple fixed damage.) |
30 |
Attacker can take another action this turn. |
31 |
Grapple the enemy until your next turn. Until then, attacks that miss you hit the enemy instead. |
32 |
Quit Hitting Yourself: Enemy attacks itself using its own weapon or natural attack. |
33 |
Attacker uses enemy as cover, gaining cover bonus versus other enemies until their next turn. |
34 |
Attacker gets a bonus to their next attack (versus anyone). |
35 |
Battle Cry: Attacker's allies within earshot get small bonus to attacks on each of their next turns. |
36 |
Attacker gains an additional use of an ability that's useable once per combat or once per rest. |
37 |
All nearby allies of the defender make a morale roll. (Or defender makes a morale roll if they are alone.) |
38 |
Enemy focuses attention entirely on attacker, can't attack or react to anyone else until that attacker is defeated or combat ends. |
39 |
Attacker may headbutt enemy. Both take damage and must roll to avoid stun. |
40 |
Tackle: Attacker grapples defender. Both go to the ground. |
41 |
Attacker gains a status effect for the remainder of combat: JOIN(" or ", Roll on {Accurate|Energized|Fast|Fearless|Rampage|Stealthy} 2 times (unique results only)) |
42 |
Defender gains a status effect for the remainder of combat. JOIN(" or ", Roll on {Weakness|Despair|Dizzy|Incoherent|Marked|Shaky} 2 times (unique results only)) |
43 |
Tactical Opportunity: Attacker chooses an ally within earshot and grants them a bonus to a roll on their next turn. |
44 |
If it's more than the rolled amount of damage, the enemy takes damage equal to half of its hit points instead. |
45 |
Echoing Damage: Enemy takes attack damage again after its next turn. |
46 |
Blood Rage: Attacker may spend up to 2d6 of their hit points for extra damage on a 1-to-1 basis. |
47 |
Off Balance: After its next turn, the enemy moves in a random direction and then must roll to remain standing. Or it can spend an entire turn to regain its balance. |
48 |
Aggravated Assault: Attacker may attack the same enemy again this turn, up to d4 times, or until they miss. |
49 |
Funny Bone: Enemy's arm or leg (or other appendage) is disabled for one round. |
50 |
Clinched: Enemy weapon (or limb) is stuck as long as the attacker continues to hold it. |
51 |
Bulldoze: Attacker may push enemy up to half their movement in any direction. Additional minor damage if they are pushed into a solid object or another enemy. |
52 |
Seeing Stars: Defender has a 50% chance to automatically fail any roll for one round. |
53 |
Domino Effect: Knock down the enemy, then another enemy adjacent to it, and so on. |
54 |
In Your Face: During enemy's next turn, if it's in melee, it can't do anything except attack. |
55 |
Attacker gains an initiative boost, or may take their next turn just before the enemy's turn rather than in the normal sequence. |
56 |
Attacker learns the enemy's exact amount of remaining hit points and does a minor amount of additional damage on each attack versus that enemy. |
57 |
Also hit adjacent/nearby enemy for half damage. |
58 |
Weapon (or claws, etc) stuck in enemy. Requires an action and a strength roll to remove, and causes damage again when removed. |
59 |
Hit and Run: Attacker can move away from the enemy without provoking a reaction, and can become hidden this turn if they wish. |
60 |
Enemy's weapon is knocked away in a random direction. |
61 |
One eye is wounded. Penalty to ranged attacks until it's healed. |
62-68 |
Roll on "Nasty Wound" |