| 3d6 | Result |
|---|---|
3 |
You knock yourself out! Details are up to the GM – perhaps you trip and fall on your head, or walk face first into an opponent’s fist or shield. Roll vs. HT every 30 minutes to recover. |
4 |
If attacking or parrying with a limb, you strain it: take 1 HP of injury and the limb is “crippled.” You cannot use it, either to attack or defend, for 30 minutes. If biting, butting, etc., you pull a muscle and suffer moderate pain (see Irritating Conditions, p. 428) for the next (20 - HT) minutes, minimum one minute. |
5 |
You hit a solid object (wall, floor, etc.) instead of striking your foe or parrying his attack. You take crushing damage equal to your thrusting damage to the body part you were using; DR protects normally. Exception: If attacking a foe armed with a ready impaling weapon, you fall on his weapon! You suffer the weapon’s damage, but based on your ST rather than his. |
6 |
You hit a solid object (wall, floor, etc.) instead of striking your foe or parrying his attack. You take crushing damage equal to half your thrusting damage to the body part you were using; DR protects normally. Exception: If attacking a foe armed with a ready impaling weapon, you fall on his weapon! You suffer half the weapon’s damage, but based on your ST rather than his. Exception: If attacking with natural weapons, such as claws or teeth, they break: -1 damage on future attacks until you heal (for recovery, see Duration of Crippling Injuries, p. 422). |
7 |
You stumble. On an attack, you advance one yard past your opponent and end your turn facing away from him; he is now behind you! On a parry, you fall down. |
8 |
You fall down! Fighters that cannot fall down (e.g., snakes, and anyone already on the ground): Treat any “fall down” result as 1d-3 of general injury instead. |
9 |
You lose your balance. You can do nothing else (not even a free action) until your next turn, and all your active defenses are at -2 until then. |
10 |
You lose your balance. You can do nothing else (not even a free action) until your next turn, and all your active defenses are at -2 until then. |
11 |
You lose your balance. You can do nothing else (not even a free action) until your next turn, and all your active defenses are at -2 until then. |
12 |
You trip. Make a DX roll to avoid falling down. Roll at DX-4 if kicking, or at twice the usual DX penalty for a technique that requires a DX roll to avoid mishap even on a normal failure (e.g., DX-8 for a Jump Kick). |
13 |
You drop your guard. All your active defenses are at -2 for the next turn, and any Evaluate bonus or Feint penalty against you until your next turn counts double! This is obvious to nearby opponents. |
14 |
You stumble. On an attack, you advance one yard past your opponent and end your turn facing away from him; he is now behind you! On a parry, you fall down. |
15 |
You tear a muscle. Take 1d-3 of injury to the limb you used (to one limb, if you used two), or to your neck if biting, butting, etc. You are off balance and at -1 to all attacks and defenses for the next turn. You are at -3 to any action involving that limb (or to any action, if you injure your neck!) until this damage heals. Reduce this penalty to -1 if you have High Pain Threshold. |
16 |
You hit a solid object (wall, floor, etc.) instead of striking your foe or parrying his attack. You take crushing damage equal to your thrusting damage to the body part you were using; DR protects normally. Exception: If attacking a foe armed with a ready impaling weapon, you fall on his weapon! You suffer the weapon’s damage, but based on your ST rather than his. |
17 |
If attacking or parrying with a limb, you strain it: take 1 HP of injury and the limb is “crippled.” You cannot use it, either to attack or defend, for 30 minutes. If biting, butting, etc., you pull a muscle and suffer moderate pain (see Irritating Conditions, p. 428) for the next (20 - HT) minutes, minimum one minute. Exception: An IQ 3-5 animal fails so miserably that it loses its nerve. It will turn and flee on its next turn, if possible. If backed into a corner, it will assume a surrender position (throat bared, belly exposed, etc.). |
18 |
You knock yourself out! Details are up to the GM – perhaps you trip and fall on your head, or walk face first into an opponent’s fist or shield. Roll vs. HT every 30 minutes to recover. |