Tables


Combat
Table A:Hit Locations
Table B:Critical Hit
Table C:Critical Miss
Table D:Ongoing Injury
Random Encounters
Table E:Day1 during daylight
Table F:Night2 during darkness
Table G:Void of Space1 per day
Table H:The Drift1 per day
Table A
Hit Location
01-10%Back
11-12%Head
13-22%Left Arm
23-24%Left Hip
25-26%Left Leg
27-31%Left Shoulder
32-41%Right Arm
42-43%Right Hip
44-45%Right Leg
46-47%Right Shoulder
48-60%Stomach
61-00%Torso
Table B
Critical Hit
01-04%You land a heavy blow on the target.
The target is pushed directly back 5 feet.
05-08%You land a solid blow on the target.
The target is pushed directly back 10 feet.
09-11%The target staggers against the angle of your blow.
The target is pushed 5 feet to a space of your choice.
12-15%Your blow unbalances the target.
The target falls prone.
16-19%You stagger the target sending it crashing to the ground.
The target is pushed directly back 5 feet and falls prone.
20-22%You slam the target with the weight of your blow.
The target is pushed 5 feet to a space of your choice and falls prone.
23-25%Your attack places you in great strategic position.
The target suffers -2 to all attacks it makes against you until the end of your next turn.
26-28%Your blow causes the target to loosen its grip.
The target drops whatever it may be holding.
29-31%The target flails wildly from your heavy blow.
The target's drops whatever it may be holding and the item falls into an adjacent 5 ft square, determined randomly (d8).
32-34%Your blow leaves the target unsteady and unbalanced.
The target suffers -2 to all attacks until the end of your next turn.
34-35%The impact leaves the target buckled and stiff.
The target has an ongoing -1 penalty to AC. This penalty lasts until healing is received.
36-37%The impact leaves the target rigid and inflexible.
The target has an ongoing -2 penalty to AC. This penalty lasts until healing is received.
38-40%Fluid follows the line of the impact.
The target is blinded until the end of your next turn.
41-44%Your blow thuds heavily against the target.
The target is deafened until the end of your next turn.
45-47%Your blow contorts the target in ways it should not bend.
The target falls prone and is grappled until the end of your next turn.
48-50%The blow twists as it thuds against the target.
Roll an additional dice of damage.
51-53%The impact washes waves of concussion over the target.
Your target receives only one action during its next turn.
54-55%Your blow addles the target clouding its mind.
The target suffers -2 to any INT based check until the end of your next turn.
56-59%The blow drives an opening in the target's defenses.
You grant an ally of your choice within 5 ft of the target that can see you an opportunity against the target.
60-62%Your attack inspires an ally into action.
You grant an ally of your choice who can see you an attack against the target as a reaction.
63-65%Your attack leaves the target vulnerable for your allies.
All allies within 5 ft of the target may make an opportunity attack against the target.
66-69%The impact strikes the target squarely.
The target has -2 on saving throws until the end of your next turn.
70-73%Waves of pain follow the line of your attack.
The target has -2 on attack rolls until the end of your next turn.
74-77%Your blow opens a savage wound.
On your next turn the target takes additional damage equal to half the damage dealt by this attack.
78-80%Your blow rends the target open.
Instead of rolling for this attacks damage use the maximum damage amount of all dice.
81-84%The target writhes against the strength of your blow.
The target cannot make opportunity attacks until the end of its next turn.
85-87%The target takes time to regain it's stance.
The target is Incapacitated until the end of your next turn.
88-91%Your attack opens the defenses of the target.
You may make a follow-up base attack against the target as an opportunity attack.
92-93%The target is unable to rally against your blow.
You can make a follow-up base attack against any target within range as a bonus action.
94-95%The target is twisted against the force of your blow.
The target suffers -2 to any DEX based check until the end of your next turn.
96-97%The impact traumatizes your traget.
Your target is Paralyzed until the end of your next turn.
98-99%Your blow cripples the very will of your target.
The target is stunned until the end of your next turn.
100%Your blow finds the best possible point for attack.
You would roll the damage dice three times however, use the maximum of all damage dice instead of rolling.
Table C
Critical Miss
01–04%Your hand seizes in pain as you make your attack.
You drop what you may be carrying into your square.
05-08%Your attack is ill timed.
You suffer 1 ability damage to the ability utilized in the attack.
09-11%Your attack launches too early.
You suffer 1d6 damage.
12-15%Your attack launches too late.
You suffer 1d8 damage.
16-19%You fumble the attack twisting your limbs in contortion.
You suffer 1d10 damage.
20-22%Your very limbs fight against you.
You drop what you may be carrying, it falls 5 ft away in a direction determined randomly (d8).
23-25%Your fingers refuse to cooperate.
You drop what you may be carrying, it falls 10 ft away in a direction determined randomly (d8).
26-28%Your item leaps from hand and thuds to the ground.
You drop what you may be carrying and it becomes stuck requiring STR test to recover (DC10).
29-31%Your item falls from hand landing dangerously.
You drop what you may be carrying and it requires a DEX test to recover (DC10).
32-34%You step short leaving it difficult to re-engage.
You suffer -2 to all attacks against that target until the end of your next turn.
34-35%Your legs entangle sending you tumbling.
You are pushed directly back 5 feet and fall prone.
36-37%Your failed maneuver sends you dancing from your target.
You are pushed 5 feet to a space of your target's choice.
38-40%Your feet slip from under you.
You fall prone.
41-44%Your failure pulls your focus as you try to recover.
You suffer -2 to all attacks you make until the end of your next turn.
45-47%Your gear shifts from position.
You have an ongoing -1 penalty to AC. This penalty lasts until healing is received.
48-50%Your gear entangles you.
You have an ongoing -2 penalty to AC. This penalty lasts until healing is received.
51-53%Pressure builds behind your eyes as your muscles knot.
You are blinded until the end of your next turn.
54-55%The void of your attack booms in the air.
You are deafened until the end of your next turn.
56-59%Your miss washes waves of pain through your hand.
Any attack using the same item or spell inflicts only half damage until healing is received.
60-62%You take a second or two to regain your stance.
You receive only one action during your next turn.
63-65%You are unsure as to how your attack missed.
You suffer -2 to any INT based check until the end of your next turn.
66-69%You over compensate on your movements.
You grant an enemy within 5 ft of you an opportunity attack against you.
70-73%The momentum sees your feet twisted.
You grant an enemy that can see you an attack against you as a reaction.
74-77%You tie yourself in a knot.
All enemies within 5 ft of you may make an opportunity attack against you.
78-80%Your body is wracked by sudden the involuntary movement.
You have -2 on saving throws until the end of your next turn.
81-84%Pain warps your hand as your muscles contract.
You have -2 on attack rolls until the end of your next turn.
85-87%You brace to regain your pace.
You cannot make opportunity attacks until the end your next turn.
88-91%Paid warps your body as your efforts folds back on you.
You suffer 2 ability damage to the ability utilized in the attack.
92-93%You wince as you feel the effect your target should suffer.
You suffer 4 ability damage to the ability utilized in the attack.
94-95%Your ill aimed attack strikes close to the target.
Your attack strikes the closest ally to the target that you can reach. Roll damage normally.
96-97%Your mind spins as your failure weighs on you.
You are Incapacitated until the end of your next turn.
98-99%Your muscles tighten and seize with pain.
You suffer -2 to DEX based checks until the end of your next turn.
100%Your body refuses to respond.
You are paralyzed until the end of your next turn.
Table D
Ongoing Injury
01-02%Lost Eye.
-2 on perception and diplomacy. +1 initimidate. If you have no eyes left you are blinded.
03-04%Crippled Hand.
-2 penalty to attack with off-hand and two-handed weapons. -2 to Str and Dex based skill checks, and -4 penalty on grapple checks. You must make a caster level check to cast spells with somatic components.
05-06%Crippled Leg.
You have -1 penalty to attack, -1 to Str and Dex skill checks, and -2 penalty on grapple checks. Your walking speed is halved and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You have -2 on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
07-08%Lost Ear.
You have -2 on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on hearing. You have +2 on Charisma (Intimidation) checks. Magic such as the regenerate spell can restore the lost ear. You have –1 penalty on initiative and perception checks, and have a 10% chance of spell failure when casting spells with verbal components. You may grow accustomed to these drawbacks and overcome some of them.
09-10%Lose Nose.
You have -2 on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on smell. You have +2 on Charisma (Intimidation) checks. Magic such as the regenerate spell can restore the lost nose.
11-15%Blurred Vision.
You have -2 on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. The injury heals if you receive magical healing. Alternatively, the injury heals after you spend three days doing nothing but resting.
16-20%Broken Arm or Hand.
You can no longer hold anything with two hands, and you can hold only a single object at a time. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the bone with a DC 15 Wisdom (Medicine) check and you spend thirty days doing nothing but resting.
21-25%Broken Foot or Leg.
Your walking speed is halved and you must use a cane or crutch to move. You fall prone after using the Dash action. You have -2 on Dexterity checks made to balance. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the bone with a DC 15 Wisdom (Medicine) check and you spend thirty days doing nothing but resting.
26-30%Ringing Ears.
You have -2 on Wisdom (Perception) checks that rely on hearing. The injury heals if you receive magical healing. Alternatively, the injury heals after you spend three days doing nothing but resting.
31-35%Limp.
Your walking speed is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp.
36-40%Lose a Finger.
You have -2 on Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger. Magic such as the regenerate spell can restore the lost finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand.
41-45%Break a Finger.
You have -2 on Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with the broken finger. The injury heals if you receive magical healing. Alternatively, the injury heals after someone sets the finger with a DC 10 Wisdom (Medicine) check and you spend ten days doing nothing but resting.
46-50%Break an Item.
A randomly determined nonmagical item you hold, wear, or carry on your person is broken or ruined. Roll a d10. On a roll of 1, the item broken is a weapon, on a roll of 2 the item is armor or a shield, and on a roll of 3-10 it is an item that's not a shield or weapon.
51-55%Teeth Knocked Out.
You have -2 on Charisma (Persuasion) checks. When you cast a spell with a verbal component there is a 25% chance the spell will not work. If the spell fails, you still used your action to try to cast it, but the spell did not use any slots or material components. The injury heals if you receive magical healing.
56-60%Festering Wound.
Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The injury heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten success, the injury heals.
61-65%Open Wound.
You lose 1 hit point every hour the wound persists. The injury heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every hour. After ten success, the injury heals.
66-70%Skull Fracture.
Whenever you attempt an action in combat, you must make a DC 20 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend thirty days doing nothing but resting.
71-75%Punctured Lung.
You can take either an action or a bonus action or your turn, but not both. The injury heals if you receive magical healing. If you puncture both lungs your hit points drop to 0 and you immediately begin dying.
76-80%Internal Injury.
Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.
81-85%Broken Ribs.
This has the same effect as Internal Injury above, except that the save DC is 10.
86-90%Horrible Scar.
You have -2 on Charisma (Persuasion) checks and +2 on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the injury.
91-95%Painful Scar.
You have a scar which gets painful whenever it rains, sleets, hails, or snows. Whenever you attempt an action in combat and your scar is giving you pain, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing.
96-100%Minor Scar.
The scar doesn't have any adverse effect, but chicks dig it. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
Table E
Day Random Encounter
01-50% No encounter of significance
1-10%The area is eirily silent
11-20%Faint noises echo in the area but nothing eventuates of it
21-30%A few critters scurry about but nothing demands your attention
31-40%Sounds play tricks with you in the echo but no threat comes of it
41-50%The glow of luminesences patterns the ground but causes no harm
51-60%A critter's eyes appears started in the distance but nothing appears
61-70%An insect darts into the seems between panels
71-80%A moth flutters as it passess through the area
81-90%The open drains all noise so that even your breath appears silent
91-100%The temperature grows chill but causes no harm
51-65% Plot Related Creature (A creature or npc related to the game story)
01-15%Member of an organization related to the plot
16-26%Agent of the enemy
27-32%Angry mob
33-34%Assassin
35-37%Double agent
38-45%Escaped creature
46-49%Escaped prisoner
50-57%Ex-member of an organization
58-67%Independent investigator
68-73%NPC intent on framing the party
74-79%Servant of a known NPC
80-87%Zealot
88-00%Spy watching the party
66-70% Intelligent Encounter (Any location appropriate creature or npc)
01-02%Animal handler
03-04%Beggar
06-07%Faulty Service Bot
08-15%Street Vendor
16-17%Charity collector
18-19%City guide
20-21%City official
22-31%City watch
32-33%Doomsayer
34-39%Drunk
40-43%Evangelical priest
44-47%Labourer
48-49%Cyber Junkie
50-51%Labourer looking for work
52-61%Local that recognizes the character(s)
62-63%Lost local
64-65%Merchant buyer
66-67%Noble
68-69%Pickpoket
70-71%Drone
72-75%Shady dealer
76-85%Labourer
86-87%Unconcious Person
88-91%Street cleaner
92-93%Trained dog
94-95%Visiting dignitary
96-00%Visiting ship crew
71-73% Unintelligent Creature (displays appropriate behavior)
01-02%Malfunctioning Droid
03-04%Abc
05-06%Abc
07-08%Abc
09-10%Abc
11-14%Abc
15-20%Abc
21-24%Abc
25-29%Abc
30-33%Abc
34-39%Abc
40-42%Abc
43-45%Abc
46-47%Abc
48-53%Abc
54-57%Abc
58-60%Swarm of rats
61-64%Abc
65-66%Abc
67-70%Abc
71-72%Abc
73-74%Abc
75-76%Abc
77-78%Abc
79-80%Abc
81-84%Abc
85-87%Abc
88-91%Abc
92-94%Abc
95-96%Abc
97-00%Abc
74-75% Ambush Creature (stealthy creatures or creatures with special movement)
01-10%Abc
11-20%Abc
21-30%Abc
31-40%Abc
41-50%Abc
51-60%Abc
61-70%Abc
71-90%Abc
91-100%Abc
76-90% Weather (any place and season appropriate weather challenge)
01-06%Abc
07-18%Abc
19-27%Abc
28-37%Abc
38-41%Abc
42-45%Abc
46-48%Abc
49-54%Abc
55-62%Abc
63-68%Abc
69-80%Abc
81-90%Abc
91-00%Abc
91-93% Benefit (some sort of aid to the party)
01-10%Blessing from a priest
11-20%Dropped credits
21-28%Dropper credits
29-34%Free meal
35-40%Friendly creature (roll on unintelligent creature)
41-46%Gift from anonymous npc (value 2d6gp xlvl)
47-54%Gift from npc in person (value 1d6gp xlvl)
55-58%Location for shelter
59-64%NPC devotion
65-74%NPC with information
75-84%Offer of work
85-92%Valuable item (1d6gp xlvl)
93-00%Valuable fungi (value 1d6gp xlvl)
94-96% Ruin ()
01-14%Abandoned building
15-20%Broken grate
21-34%Broken street light
35-48%Broken window
49-58%Collapsed fence
59-72%Crate fallen
73-86%Street shrine
87-92%Ruined street vendor
93-00%Misaligned street panel
97-00% Information (enables informed decisions about their surroundings)
01-10%Conflicting rumor
11-20%Dead animal
21-30%Epiphany
31-40%Glimpses
41-50%Memory
51-60%Noises
61-70%NPC displaying local custom
71-80%Rumor
81-90%Tracks
91-00%Wanted poster