Instant Kill

If the character obtains a natural 20 in the critical confirmation roll, they gain an additional attack roll that allows them to possibly kill the target instantly. This third attack roll is called “Instant Kill Roll” and the character has the possibility of killing an enemy immediately by obtaining a natural 20 on this third roll. For this roll, no modifiers are added. If the character succeeds in obtaining the natural 20, the target is killed instantly (either by decapitation or by having his heart or brain pierced). If the attack fails, the character hits a specific part of the target’s body in addition to a normal critical hit. The result on the instant Kill Roll determines such part.

Dice Result Area Affected
1 Normal Critical
2-3 A random eye
4 A random ear
5 Main hand
6-7 Main arm
8 Off hand
9-10 Off arm
11-13 Torso
14-15 Right leg
16-17 Left leg
18-19 Face
20 Instant Death

The result obtained in the d20 determines then the area affected by the critical hit (besides the effect described in this section, you also deal the normal critical hit damage):

  • If the result is 1, no additional effect.
  • If the result is 2 or 3, one of the eyes is hit and destroyed (randomly determine which). This loss of an eye causes the following permanent effects: 1 point of Constitution drain, penalty of -3 to attack rolls, penalty of -6 on sight based Perception checks, sight radius is reduced by 10ft, penalty of -1 to Defense. When this loss occurs, it causes a bleeding effect of 3 HP. If the target has only one eye, they become blind with this loss.
  • If the result if 4, one of the ears is torn or cut (randomly determine which). This loss causes the following permanent effects: -6 on hearing based Perception checks, can’t hear whispers, penalty of -1 to Defense. When this loss occurs, it causes a bleeding effect of 1 HP.
  • If the result if 5, the main hand is severed or hurt in such way that becomes useless. This loss causes the following permanent effects: 1 point of Constitution drain, can’t make attacks with the hand, can’t use weapons that require both hands to be used (heavy weapons included), or make skill checks that may require the use of both hands. When this loss occurs, it causes bleeding effect of 3 HP. Unless stated otherwise, treat the main hand as being the right hand.
  • If the result is 6 or 7, the main arm is severed or hurt in such way that becomes useless. This loss causes the following permanent effects: 2 points of Constitution drain, 2 points of Strength drain, 1 point of Charisma drain, penalty of -2 to Defense and Attack rolls, can’t make attacks with the main hand, use weapons that require both hands to be used (heavy weapons included) or make skill checks that may require the use of both hands. When this loss occurs, it causes bleeding effect of 6 HP. Unless stated otherwise, treat the main arm as being the right arm. This can only be achieved with slashing or piercing weapons. If you are wielding a bludgeoning weapon, treat this result as being a 6.
  • If the result is 8, the off-hand is severed or hurt in such way that becomes useless. This loss causes the following permanent effects: 1 point of Constitution drain, can’t make attacks with the off-hand, use weapons that require both hands to be used (heavy weapons included) or make skill checks that may require the use of both hands. When this loss occurs, it causes bleeding effect of 3 HP. Unless stated otherwise, treat the off-hand as being the left hand.
  • If the result is 9 or 10, the off arm is severed or hurt in such way that becomes useless. This loss causes the following permanent effects: 2 points of Constitution drain, 2 points of Strength drain, 1 point of Charisma drain, penalty of -2 to Defense and Attack rolls, can’t make attacks with the offhand, use weapons that require both hands to be used (heavy weapons included) or make skill checks that may require the use of both hands. When this loss occurs, it causes bleeding effect of 6 HP. Unless stated otherwise, treat the offarm as being the left arm.
  • If the result is 11, 12 or 13, the torso is punctured or cut deeply. This causes the following permanent effects: 2 points of Constitution drain, 1 points of Strength drain, 1 point of Charisma drain, target is overwhelmed by pain and falls to the ground as if prone, dropping any weapon it may have. The target must immediately make a Fort save DC 15 + critical multiplier of the weapon that hit him or becomes unconscious. When this occurs, it causes a bleeding effect of 10 HP.
  • If the result is 14 or 15, the right leg of the target is severed or hurt in such way that becomes useless. This loss causes the following permanent effects: 3 points of Constitution drain, 3 points of Dexterity drain, 1 point of Charisma drain, penalty of -3 to attack and drain rolls, the target is always prone, movement speed reduced to half, penalty of -10 to skills that require the use of legs (such as swim and climb), cannot perform Jump checks, lose Dexterity bonus to Defense. When this loss occurs, it causes a bleeding effect of 8 HP.
  • If the result is 16 or 17, the left leg of the target is severed or hurt in such way that becomes useless. This loss causes the following permanent effects: 3 points of Constitution drain, 3 points of Dexterity drain, 1 point of Charisma drain, penalty of -3 to attack and drain rolls, the target is always prone, movement speed reduced to half, penalty of -10 to skills that require the use of legs (such as swim and climb), cannot perform (Jump) Acrobatics checks, lose Dexterity bonus to AC. When this loss occurs, it causes a bleeding effect of 8 HP.
  • If the result is 18 or 19, the face is hit and scared. This causes the following permanent effects: 2 points of Charisma drain, bonus of +3 to Intimidate checks, additional penalty of -3 to Diplomacy and Perform checks. When this occurs, it causes a bleeding effect of 2 HP.
  • If the result is 20, then the target is instantly slain by having a vital organ hit or by being decapitated.

For every injury presented here that results in a broken bone, a Treat Injury check with a medical kit must be applied within 1d10 hours, with a successful Treat Injury check DC 15, or that part of the body becomes infected and the character gains the Injury Infection disease. Applying the medical kit after those hours and/or with a failed Treat Injury check, results in the Injury Infection disease as well.

Multiple injuries can result in multiple diseases. You can also use these effects when a character loses the same body part but from another event such as a character losing his hand for having been caught stealing or a character losing his leg because a boulder fell on it and crushed it. The ability damage dealt by these occurrences, with the exception of Constitution, cannot be reduced below 1.

Types of weapon and Instant Kill rolls

Not all weapons have the same effect on instant kill rolls. The effects presented are general effects that try to include every possibility. But a shot from a submachine gun isn’t likely to remove an arm no matter where it hits. On the other hand, a blade weapon can easily cut off an arm. Impact effects, such as objects falling, falling damage or bludgeoning type weapons such as staves aren’t likely to cut but rather break bones. As such, it is up to the GM’s good
sense to determine which type of effect it actually occurs (whether a bone is broken, a limb is severed, or just hit in places that render it useless until healed).

Healing Injured Body Parts

Healing a body part depends on what it has occurred to it.

Severed or removed: When a body part has been severed or removed there is little hope of recovering it without prompt surgical attention. Usually, when that happens, only Bionics can replace the lost body part.

Broken bone: When a body part has one of its bones broken, the healing process can be quite long but the character is also capable of making a full recovery. Healing bones can take weeks, even months. Every week, make a Treat Injury check (DC varies between 15 to 25 – GM’s choice) and take note of the number of successes. Once the sum
of successful Treat Injury checks reaches 12 – character’s Constitution
modifier, the bone is fully healed. In addition, once healed all the penalties from the injured body part are healed as well (including permanent damage to ability scores).

Rendered useless: When body part is rendered useless (because some nerve, muscle, bone, etc was hit), the character becomes unable to use that body part until it is healed. Healing requires a Treat Injury check (DC varies between 15 to 25 – GM’s choice) made every week. Take note of the number of successes. Once the sum of successful Treat Injury checks reaches 12 – character’s Constitution modifier, the bone is fully healed. In addition, once healed all the penalties from the injured body part are healed as well (including permanent damage to ability scores).

Instant Kill

The Ascension Project mtt_wilkes mtt_wilkes