Critical Hit (d68)

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"