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- Crits are any roll bellow 5 (crit fail) or above 95 (crit hit).
- Upon rolling a crit, the player rolls 1d10 to determine the effect.
- Ranged
- Fails:
- 1-2: weapon explodes causing a damage roll equal to hal it's dmg (a pistol exploding causes 1d4 damage), and destroys the weapon
- 3-4: the weapon breaks apart becoming useless
- 5-6: minor damage to self (1/4th of a dmg roll - pistol does 1d2 dmg) and a minor debuff (1d3. 1: -5%acc, 2: -1 movement, 3: -2 dmg)
- 7-8: the weapon is dropped, forcing to pick it up, and lose a chance to attack with it next turn.
- 9-10: nothing bad happens
- Hit:
- 1-2: no bonus effects
- 3-4: +25% dmg inflicted
- 5-6: +25% dmg and a debuff to enemy (1d3. 1: knocked down, -2 movement for next turn; 2: weapon knocked out of hands, no attack next turn; 3: crippled - +15% to accuracy on attacks targeting the enemy)
- 7-8: +50% dmg and a debuff
- 9-10: +125% dmg
- Melee
- Fail:
- 1-2: attacker trips and falls on their weapon, breaking it in the process (1/2 dmg roll)
- 3-4: the weapon breaks
- 5-6: minor dmg and a minor debuff to self
- 7-8: the weapon is dropped
- 9-10: nothing bad happens
- Hit:
- Same as ranged
- If a weapon has a chance to inflict a status debuff, it is automatically applied on a crit hit.
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