Leg Piercing Critical Effects

Severity Wound Bonus Damage Critical Effect
1-3 Muscular Injury The target’s movement speed is halved until he receives major medical attention.
4-7 Tendon Injury The target must make a willpower saving throw against a DC equal to the attack’s damage or be sickened by pain for 1d2 rounds and fall prone. He cannot run or take a double-move until he receives major medical attention..
8-10 Broken Femur The target must make a willpower saving throw against a DC equal to the attack’s damage or be staggered by pain for 1d2 rounds and fall prone. He may attempt to walk at his normal movement speed, but he must make a fortitude saving throw each time against a DC equal to the attack’s damage or fall prone again instead. He cannot run or take a double-move until he receives major medical attention.
11-12 Femur Shattered The target is dazed by pain for 1d3 rounds. He falls prone and cannot stand on his own until he receives major medical attention. His movement speed is reduced to 5 feet until he receives major medical attention.
13+ Knee Shattered +1 Damage/HD The target is dazed by pain for 1d3 rounds. He falls prone and cannot stand on his own until he receives major medical attention. His movement speed is reduced to 5 feet until he receives major medical attention.

Leg Piercing Critical Effects

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