winged

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1. Wi ng is buffe ted. The c reat ure may not perfor m any atta ck actions on its next turn as it stumbles backward or, if air-  borne, staggers in the a ir. 2. Wi ng take s a gla ncing b low. The creat ure suf fers a p enalt y of  –10% to all tests until the end of its next turn. 3. Wi ng-mus cles are b ruise d. T he cr eatur e suf fers a pe nalty of  –20% to all tests until the end of its next turn. 4. Wi ng is badly buffe ted. If ai rborne , the crea ture loses one half-action and must pass a Routine (+10%) Ag test or lose one level of altitude as it flaps its wings madly to regain lost air. If on the ground, count as #3 instead, plus it cannot take off during its next turn. 5. Fea the rs ar e tor n off or a wing membra ne ri ppe d. Fl yin g speed is reduced by !. The creature must pass a Challenging (-10%) Ag test or lose one level of altitude. If on the ground, it cannot take off during its next turn. The damage will heal naturally in three weeks, whereupon full flying speed is re- stored. 6. As #5 ex cep t flying s pee d is ha lve d and Ag te st is Hard (-20%). 7. A larg e bl ood ve ssel in th e wi ng has been nicke d. T he cr ea- ture will suffer a cumulative penalty of –5% to WS, BS, Ag and S every second turn, falling unconscious when any of those characteristics reaches zero. Fortunately, the bleeding will then stop spontaneously, preventing the creature from  bleeding out completel y. 8. Wi ng bad ly torn. I f on the ground, c rea tur e counts as stunned. The creature will lose one level of altitude per turn until it reaches the groun d, whereupon it must pass an Aver- age Ag test or take falling damage as if falling from 3 yards up, possibly resulting in another Critical Hit to a random location. Since no Falling Damage chart exists yet, it is sug- gested the GM counts any 1-5 result as stunning for that number of turns regardless of location; any 6-10 result to a limb as a broken limb rendering the limb useless and requir- ing four weeks to heal; any 6-10 result to body or head as immediate unconsciousness; any 11-15 result to a limb as a really bad fracture requiring either magical or surgical heal- ing to avoid amputation; and any 11-15 result to head or  body as instant death. Regardless, flying speed is reduced to 0 for three weeks, and then halved for another three weeks, whereupon full flying speed is restored. 9. As #8 excep t cr eatur e wi ll l ose t wo le vels of al titud e per turn, Ag test will count as Hard (-20%) and failure will count as falling from 9 yards up. If on the ground, creature will also count as stunned for d10/2 turns. 10. Wi ng incapa cita ted and seve ral of its bone s broken. If air-  borne, the creature wi ll fall out of the air, taki ng falling dam- age as appropriate. Flying speed is reduced to 0. Unless set with either a successful Challenging (-10%) Heal test or a successful V ery Hard (-30%) Animal Care test, the wing is  permanently useless. Otherwise it’ll re gain half its flying speed in three weeks, and full speed in another three. If on the ground, creature counts as stunned for d10/2 turns. 11. As #10 exc ept wing i s perma nentl y usele ss due to da mage to nerves and major tendons. 12. As #11 except large blood vess els hav e been severed, caus- ing bleeding that will make the creature suffer a cumulative  penalty of –5% to WS, BS, Ag and S each turn, fall ing un- conscious when any of those characteristics reaches zero. Unless the bleeding is stopped with a successful Heal test, which will take two turns and also require a successful Ani- mal Care test to calm it down (if the creature is intelligent and cooperative, no such test is required) before the attempt can be made, the creature will die from loss of blood in an- other 2d10 turns. 13. Win g severe d comple tely at th e middle j oint. If ai rborne , creature will fall out of the air, taking falling damage as appropriate. Due to bleeding, it will suffer bleeding as per #12 except at a rate of –10% per turn, dying within d10 turns after falling unconscious. 14. Win g severe d near the body . If airborne , creat ure will fa ll out of the air, taking falling damage as appropriate. It falls im- mediately unconscious from shock and loss of blood, dying inevitably within d10 turns. 15. The att ack driv es into t he wing jo int and on i nto the to rso,  piercing lung and heart, ki lling the creature immediately .  Note: It is assumed any rider will be seated in an appropriate saddle made especially for an airborne mount, strapping him securely to it and preventing him from falling regardless of the mount’s antics . If unsaddled or not properly strapped in, any rider will have to pass a Ride test at the same penalty as his mount any time it is required to do an Ag test due to a Critical Hit or fall off, suffering falling damage as appropriate.  Additional note: If the creature’s BS is 0 and it suffers a hit causing  penalties to BS from bleeding, simply ignore i t. It does not fall uncon- scious immediately since it effectively lacks this characteristic. Critical Hits – Winged Damage Critical Hit Effects by Josef Tham, found at www.windsofchaos.com

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8/16/2019 Winged

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1. Wing is buffeted. The creature may not perform any attackactions on its next turn as it stumbles backward or, if air-

 borne, staggers in the air.2. Wing takes a glancing blow. The creature suffers a penalty of

 –10% to all tests until the end of its next turn.3. Wing-muscles are bruised. The creature suffers a penalty of

 –20% to all tests until the end of its next turn.4. Wing is badly buffeted. If airborne, the creature loses one

half-action and must pass a Routine (+10%) Ag test or lose

one level of altitude as it flaps its wings madly to regain lostair. If on the ground, count as #3 instead, plus it cannot takeoff during its next turn.

5. Feathers are torn off or a wing membrane ripped. Flyingspeed is reduced by !. The creature must pass a Challenging(-10%) Ag test or lose one level of altitude. If on the ground,it cannot take off during its next turn. The damage will healnaturally in three weeks, whereupon full flying speed is re-stored.

6. As #5 except flying speed is halved and Ag test is Hard(-20%).

7. A large blood vessel in the wing has been nicked. The crea-ture will suffer a cumulative penalty of –5% to WS, BS, Agand S every second turn, falling unconscious when any ofthose characteristics reaches zero. Fortunately, the bleeding

will then stop spontaneously, preventing the creature from bleeding out completely.

8. Wing badly torn. If on the ground, creature counts asstunned. The creature will lose one level of altitude per turnuntil it reaches the ground, whereupon it must pass an Aver-age Ag test or take falling damage as if falling from 3 yardsup, possibly resulting in another Critical Hit to a randomlocation. Since no Falling Damage chart exists yet, it is sug-gested the GM counts any 1-5 result as stunning for thatnumber of turns regardless of location; any 6-10 result to alimb as a broken limb rendering the limb useless and requir-ing four weeks to heal; any 6-10 result to body or head asimmediate unconsciousness; any 11-15 result to a limb as areally bad fracture requiring either magical or surgical heal-ing to avoid amputation; and any 11-15 result to head or

 body as instant death. Regardless, flying speed is reduced to0 for three weeks, and then halved for another three weeks,whereupon full flying speed is restored.

9. As #8 except creature will lose two levels of altitude perturn, Ag test will count as Hard (-20%) and failure will countas falling from 9 yards up. If on the ground, creature willalso count as stunned for d10/2 turns.

10. Wing incapacitated and several of its bones broken. If air- borne, the creature will fall out of the air, taking falling dam-age as appropriate. Flying speed is reduced to 0. Unless setwith either a successful Challenging (-10%) Heal test or asuccessful Very Hard (-30%) Animal Care test, the wing is

 permanently useless. Otherwise it’ll regain half its flyingspeed in three weeks, and full speed in another three. If onthe ground, creature counts as stunned for d10/2 turns.

11. As #10 except wing is permanently useless due to damage tonerves and major tendons.

12. As #11 except large blood vessels have been severed, caus-ing bleeding that will make the creature suffer a cumulative

 penalty of –5% to WS, BS, Ag and S each turn, falling un-conscious when any of those characteristics reaches zero.Unless the bleeding is stopped with a successful Heal test,which will take two turns and also require a successful Ani-mal Care test to calm it down (if the creature is intelligentand cooperative, no such test is required) before the attemptcan be made, the creature will die from loss of blood in an-other 2d10 turns.

13. Wing severed completely at the middle joint. If airborne,creature will fall out of the air, taking falling damage asappropriate. Due to bleeding, it will suffer bleeding as per#12 except at a rate of –10% per turn, dying within d10 turnsafter falling unconscious.

14. Wing severed near the body. If airborne, creature will fall ouof the air, taking falling damage as appropriate. It falls im-mediately unconscious from shock and loss of blood, dyinginevitably within d10 turns.

15. The attack drives into the wing joint and on into the torso, piercing lung and heart, killing the creature immediately.

 Note: It is assumed any rider will be seated in an appropriate saddlemade especially for an airborne mount, strapping him securely to itand preventing him from falling regardless of the mount’s antics. Ifunsaddled or not properly strapped in, any rider will have to pass aRide test at the same penalty as his mount any time it is required to doan Ag test due to a Critical Hit or fall off, suffering falling damage asappropriate.

 Additional note: If the creature’s BS is 0 and it suffers a hit causing penalties to BS from bleeding, simply ignore it. It does not fall uncon-scious immediately since it effectively lacks this characteristic.

Critical Hits – Winged Damage

Critical Hit Effects by Josef Tham, found at www.windsofchaos.com