WFRP4 Revised Critical System
WFRP4 Revised Critical System
WFRP4 Revised Critical System
71-75 +0 With a grunt, the target drops to one knee and grits their teeth against the pain, struggling to stay conscious as they rasp for breath. Gain the Prone Condition
and 2 Stunned Conditions. Make an Average (+20) Toughness Test or gain 1 Fatigued Condition until the target receives medical attention.
76-80 +0 A solid blow to the chest pulverises the target’s innards, and he momentarily doubles over in pain, clutching himself and crying in agony. Gain 2 Bleeding
Conditions and 2 Stunned Conditions. Make an Average (+20) Toughness Test or gain 1 Fatigued Condition until the target receives medical attention.
81-85 +0 The force of the attack passes through muscles and organs with a terrible squelch and a wailing shriek. Gain 4 Bleeding Conditions.
86-90 +0 The attack bowls the target over, snapping several of his ribs in the process. Gain the Prone Condition and 2 Stunned Conditions. Make an Average (+20)
Toughness Test or gain 1 Unconscious Condition. Suffer a Broken Bone (Body) injury.
91-95 -20 The mighty attack takes a sizable chunk out of the target and knocks them to the ground as they clutch the oozing wound, shrieking in pain. Gain 2 Bleeding
Conditions and 1 Prone Condition. Make an Average (+20) Toughness Test or gain 1 Unconscious Condition. Suffer a Torn Muscle (Body) injury.
96-100 -20 The attack cuts open the target’s abdomen, threatening to expose his entrails. Gain 3 Bleeding Conditions and 1 Fatigued Condition. Make a Challenging (+0)
Toughness Test. If failed, gain the Unconscious Condition and permanently reduce the target’s Toughness by 1d10.
101-105 -20 Internal bleeding from the blow causes the target to violently cough up a pool of his own blood, then collapse into it. Gain 3 Bleeding Conditions and the Prone
Condition. Make a Hard (-20) Toughness Test or gain 1 Unconscious Condition. Permanently reduce the target’s Toughness by 1d10.
106-110 -20 The attack parts several of the target’s ribs, causing the target to spurt blood, convulse, and stagger screaming. Gain 3 Bleeding Conditions and 1 Stunned
Condition. Make a Hard (-20) Toughness Test or gain 1 Unconscious Condition. Permanently reduce the target’s Toughness by 1d10.
111-115 -20 The target’s chest caves in with an audible crack, perforating their internal organs. Gain 3 Bleeding Conditions. Make a Hard (-20) Toughness Test or gain 1
Unconscious Condition. Suffer the Broken Bone (Body) injury. Permanently reduce the target’s Toughness by 1d10.
116-120 -20 The force of the attack ruptures several of the target’s organs and knocks them down, gasping in wretched pain. Gain 3 Bleeding Conditions, the Prone Condition,
and 1 Fatigued Condition. Make a Hard (-20) Toughness Test or gain 1 Unconscious Condition. Permanently reduce the target’s Toughness by 1d10.
121-125 -20 With a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. Gain 3 Bleeding Conditions and 2 Stunned Condition. Make a
Hard (-20) Toughness Test or gain 1 Unconscious Condition. Permanently reduce the target’s Toughness by 1d10.
126-130 -40 A flood of blood, viscera and excruciating pain spills forth as the brutal blow opens the target’s abdomen, leaving them doubled over in pain and scrambling for
their guts. Gain 3 Bleeding Conditions and 2 Stunned Conditions. Make a Hard (-20) Toughness Test or gain 1 U
nconscious Condition. Until medical attention is
received, whenever the target performs an Action, they gain 1 Bleeding Condition. Permanently reduce the target’s Toughness by 1d10.
131-140 -40 Pain overwhelms the target as they feel their ribs snap under the weight of the blow and stab painfully into the organs they once protected. Gain 3 Bleeding
Conditions and 2 Stunned Conditions. Make a Hard (-20) Toughness Test or gain 1 Unconscious Condition. Until they receive medical attention, whenever the
target performs an Action, they must make an Average (+0) Toughness Test or die instantly as their shattered ribs pierce a vital organ. Suffer the Broken Bone
(Body) injury. Permanently reduce the target’s Toughness by 1d10.
141-150 -40 The target’s spine is pulverized by the blow, leaving their two halves attached by what seems comically little flesh. Gain 4 Bleeding Conditions and the
Unconscious Condition. Make a Very Hard (-30) Toughness Test or die from shock. Suffer 2 Lost Leg Conditions. Permanently reduce the target’s Strength by
2d10.
151+ - The target is shorn completely in half by the ferocity of the attack and eviscerated beyond any hope of repair, killing them instantly. Anyone within 1d5 yards is
bathed in a veritable sea of gore and must make an Average (+20) Fear Test. The affected area is considered Difficult Terrain for the remainder of the encounter.
CRITICAL EFFECTS - LEG
01-10 +20 The attack leaves behind a nasty scar. The exact narrative severity is left to the GM’s discretion, but it has no mechanical effect beyond the wound itself.
11-20 +20 The stroke leaves a bloody welt that mercifully misses a major artery. Gain 1 Bleeding Condition.
21-25 +20 A grazing blow to the leg slows the target. The target can only take a Half Action of his next turn.
26-30 +20 The attack plows into the muscle of the leg, causing considerable agony. The target cannot take any actions for 1 Round.
31-35 +20 A blow to the foot results in deep bruises and teeth-clenching pain. The foot is Useless until the end of their next Turn.
36-40 +20 The attack knocks the leg backwards, painfully twisting it awkwardly. The leg is Useless until the end of their next Turn.
41-45 +0 A solid blow to the leg sends lightning agony coursing through the target. Make a Challenging (+0) Toughness Test or gain 1 Stunned Condition.
46-50 +0 The target’s kneecap splits open. Gain 2 Bleeding Conditions.
51-55 +0 A powerful blow causes microfractures in the target’s bones, inflicting excruciating pain. Gain 1 Stunned Condition.
56-60 +0 The attack rips a length of flesh from the leg. Gain 2 Bleeding Conditions. Until healed, the target must make an Average (+20) Agility Test before any Action
involving that leg; if failed, the Action automatically fails, causing them to gain the Prone Condition.
61-65 +0 The attack smashes into the target’s leg, leaving them reeling in pain. Gain 2 Bleeding Conditions, the Prone Condition, and 1 Stunned Condition.
66-70 +0 The target’s leg is utterly incapacitated. Gain 2 Bleeding Conditions, the Prone Condition, and 1 Stunned Condition. The foot is Useless until the target receives
medical attention.
71-75 +0 The target’s leg is wrenched out of its socket. Gain the Prone Condition and 2 Stunned Conditions. The leg is Useless until the target receives medical attention.
76-80 +0 In a spray of blood, the target’s leg is deeply slashed, exposing bone, sinew, and muscle. Gain 2 Bleeding Conditions and the Prone Condition. Suffer Torn Muscle
(Leg) injury.
81-85 +0 The attack rips the kneecap free from the target’s leg, causing them to collapse to the ground. Gain 2 Bleeding Conditions, the Prone Condition, and 1 Stunned
Condition. Suffer the Torn Muscle (Leg) injury.
86-90 +0 With a sharp cracking noise, several of the tiny bones in the target’s foot snap like twigs. Gain the Prone Condition. Make a Challenging (+0) Toughness Test or
gain 1 Stunned Condition. Suffer the Broken Bone (Leg) injury.
91-95 -20 With a violent snap, the target’s bones are shattered, emerging as jagged, broken spears from the pulverised limb as the target collapses under the brutal strike.
Gain 2 Bleeding Conditions and the Prone Condition. Make a C
hallenging (+0) Toughness Test or gain 1 Stunned Condition. Suffer the Broken Bone (Leg) injury.
96-100 -20 The blow severs one of the target’s toes. Gain 3 Bleeding Conditions and halve the target’s Movement (rounded up) until they receive medical attention. Make a
Challenging (+0) Toughness Test. If failed, gain the Stunned Condition and suffer the Lost Toe injury.
101-105 -20 A major tendon at the back of your leg is severed, causing you to scream out in pain as your leg collapses, never to be the same. Gain 2 Bleeding Conditions and
the Prone Condition. Make a Hard (-20) Toughness Test or gain 1 Stunned Condition. Suffer the Torn Muscle (Leg) injury. Permanently reduce the target’s Agility
by 1d10.
106-110 -20 onditions. Make a Hard (-20) Toughness Test or gain 1 Stunned Condition.
The attack removes the first few centimetres of the target’s foot. Gain 2 Bleeding C
Suffer the Lost Toe injury.
111-115 -20 The foot is left a mauled, bleeding mess. Gain 2 Bleeding Conditions, the Prone Condition, and 1 Stunned Condition. Make a Hard (-20) Toughness Test or gain 1
Unconscious Condition. Suffer the Lost Toe injury. At the end of each of the target’s Turns, if they have not received medical attention, suffer another Lost Toe
injury. If this results in 5 Lost Toe injuries, suffer the Lost Foot injury instead.
116-120 -20 The blow mangles flesh and muscle as it hacks into the target’s foot, liberating 1d5 toes in the process. Gain 2 Bleeding Conditions, the Prone Condition, and 1
Stunned Condition. Make a Hard (-20) Toughness Test or gain 1 Unconscious Condition. Suffer a number of Lost Toe injuries equal to the number of toes lost. If
this results in 5 Lost Toe injuries, suffer the Lost Foot injury instead.
121-125 -20 The sickening sound of bone splintering reverberates as the leg is turned into a bloody, unusable ruin. Gain 3 Bleeding Conditions and the Prone Condition. Make
a Hard (-20) Toughness Test or gain the Unconscious Condition. Suffer the Lost Foot injury.
126-130 -40 The foot is severed from the shrieking target at the ankle. Gain 3 Bleeding Conditions and the Prone Condition. Make a Hard (-20) Toughness Test or gain the
Unconscious Condition. Suffer the Lost Foot injury.
131-140 -40 The force of the attack rips the lower half of the leg away in a stream of blood. Gain 3 Bleeding Conditions, the Prone Condition, and 1 Stunned Condition. Make a
Hard (-20) Toughness Test or gain 1 Unconscious Condition. Suffer the Lost Leg Injury.
141-150 -40 With a sound not unlike a wet sponge being torn in half, the target’s lep comes away at the hip. Gain 4 Bleeding Conditions and the Unconscious Condition. Make
a Very Hard (-30) Toughness Test or die from shock. Suffer the Lost Leg injury.
151+ - The hit rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, they pitch
to the ground howling in agony before dying of shock, their terrible screams drowning out all conversation within 2d10 yards for the rest of the Round.
BLINDED
CONDITIONS • Suffer a -10 penalty to any Tests involving sight.
• Conditions can be removed with Fate or Fortune • Tests made to attack you gain a +10 bonus.
Points (see Fate & Fortune).
• You can be subject to the same Condition more CONCUSSED
than once; indeed, sometimes you may receive
• Suffer a -10 penalty to all Tests.
multiples of the same Condition from a single event.
• Recovery: At the end of each full week, you may
• Unless otherwise noted, all Condition effects are
make a Toughness Test to remove one Concussed
cumulative. For example, 2 Deafened Conditions
Condition per degree of success.
would give a total penalty of -20 to Tests related to
• Whenever you suffer a Critical Injury to the Head,
hearing.
make a Toughness Test. If failed, gain the
Unconscious Condition and 1 Concussed Condition.
ABLAZE
• End of Turn: Suffer 1d10 Damage, ignoring armour DEAFENED
and Toughness Bonus, to a randomly determined
• Suffer a -10 penalty to all Tests relying on hearing.
location.
• Tests made to attack you gain a +10 bonus.
• Recovery: A successful Agility Test removes the
Ablaze Condition. The Difficulty of this Test is
modified by circumstances, but you gain a +20 bonus ENTANGLED
to this Test if Prone. • May not take actions with the Movement subtype.
Note: You cannot gain more than one Ablaze • Any actions involving movement of any kind suffer
Condition. a penalty of -10 (including Grappling).
• Removing Entangled: As a Full Action, you may
make an Opposed Strength or Agility Test against
BLEEDING
the source of the entanglement, removing one
• Suffer a -10 penalty to all Tests to resist Festering
Entangled Condition per degree of success.
Wounds, Minor Infection, or Blood Rot.
• End of Turn: Lose 1 Wound, ignoring Armour and
Toughness Bonus. If you reach 0 Wounds, you no FATIGUED
longer lose Wounds. • Suffer a -10 penalty to all Tests.
• Passing Out: If you gain the Unconscious Condition • Recovery: Normally, 6 hours of rest, a spell or a
while you have the Bleeding Condition, you have a divine effect is required to remove Fatigued
10% chance per Bleeding Condition of dying from Conditions, though in some instances, such as when
blood loss (for example, if you had 3 Bleeding a Fatigued Condition is caused by carrying too much,
Conditions, you have a 30% chance of dying each simply changing your circumstances (such as carrying
Turn). The Unconscious Condition cannot be fewer trappings) can remove a Condition.
removed until all Bleeding Conditions are removed.
• Recovery: A successful Heal Test removes a FRENZIED
Bleeding Condition per degree of success. Any spell • Gain +1 to your Attacks Characteristic.
or prayer that heals Wounds removes one Bleeding • Gain a +10 bonus to Strength and Will Power.
Condition per Wound healed. • Suffer a -10 penalty to Weapon Skill and
Once all Bleeding Conditions are removed, gain one Intelligence.
Fatigued Condition. • Must attack the nearest enemy in melee combat.
All attacks must be All Out Attacks, Charge Attacks,
or Swift Attacks. Condition.
• May not flee or retreat.
• Recovery: You lose the Frenzied Condition if all PRONE
enemies in your line of sight are pacified, or you
• Reduce your Movement Characteristic to 1.
receive the Stunned or Unconscious c onditions. Once
• Suffer a -10 penalty to all WS and BS tests.
the Frenzied Condition is removed, immediately
• Suffer a -20 penalty to all Agility-based tests.
ondition.
receive a Fatigued C
• Weapon Skill Tests made to attack you gain a +10
bonus.
FRIGHTENED • Ballistic Skill Tests made to attack you suffer a -10
• Must use your entire Turn to move away at top penalty.
speed until out of sight of the source of your Fear. If • Recovery: When you take the Stand Action,
prevented from doing so, gain the Terrified remove the Prone C ondition. You cannot remove the
Condition. Prone Condition unless you have at least 1 Wound
• Suffer a -10 penalty to all Tests. remaining.
• End of Turn: Make a Fear Test. If successful,
remove the Frightened Condition. STUNNED
• Cannot take Actions.
HELPLESS • Suffer a -10 penalty to all Tests.
• Melee attacks against you automatically hit a • Tests made to attack you gain a +10 bonus.
location of the attacker’s choice with the maximum • End of Turn: Remove 1 Stunned Condition.
possible SL, and automatically inflict a Critical Injury.
If the GM prefers, any melee attack simply kills you. SURPRISED
• Ranged attacks made against you from 3 yards
• Cannot take Actions or defend yourself in opposed
away or less automatically hit a location of the
Tests.
attacker’s choice with the maximum possible SL, and
• Tests made to attack you gain a +30 bonus.
automatically inflict a Critical Injury. If the GM
• End of Round: Remove the Surprised Condition.
prefers, any ranged attack from 3 yards away or less
simply kills you.
• Recovery: Recovering from helplessness requires TERRIFIED
different circumstances depending upon why you • Cannot take any Actions or defend yourself in
are helpless. You cannot remove the Helpless opposed Tests.
Condition while you have the Unconscious Condition. • Suffer a -20 penalty to all Tests.
• End of Turn: If the source of your Terror is out of
sight, make a Terror Test. If you succeed, remove
POISONED
the Terrified Condition. Then, gain the Frightened
• Suffer a -10 penalty to all Tests.
Condition.
• End of Turn: Lose 1 Wound, ignoring Armour and
Toughness Bonus. Then, make a Toughness Test. If
successful, remove a Poisoned Condition per SL. UNCONSCIOUS
• Passing Out: If you reach 0 Wounds, you no longer • Gain the Helpless Condition.
lose Wounds. At the end of every subsequent turn, • Recovery: Remove the Unconscious Condition after
make a Toughness Test or die horribly. You cannot 1d10-TB hours (minimum of 1 hour). When you lose
heal any Wounds until all Poisoned Conditions are the Unconscious Condition, lose the Helpless
removed. Condition and gain the Fatigued Condition.
• Recovery: A successful Heal Test removes a
Poisoned Condition per degree of success. Once all UNSETTLED
Poisoned Conditions are removed, gain 1 Fatigued • Suffer a -10 penalty to all Tests.
• End of Turn: Make a Fear Test. If successful,
remove the Unsettled Condition.
question per finger lost.
SPECIAL CONDITIONS Note: If you have 4 Lost Finger Conditions on the
same hand, remove all Lost Finger Conditions from
• Special Conditions cannot be removed with Fate
that hand and gain the Lost Hand Condition instead.
or Fortune Points.
You can be subject to the same Condition more
than once; indeed, sometimes you may receive Lost Foot
multiples of the same Condition from a single event. • Permanently reduce your Movement Characteristic
• Unless otherwise noted, all Condition effects are by half (rounded up).
cumulative. For example, 2 Lost Ear Conditions • Suffer a -20 on all Tests that could rely on mobility,
would give a total penalty of -40 to Tests related to such as Stealth.
hearing, and a -20 to Fellowship-based Tests. • If you gain the Lost Leg Condition to a limb that has
the Lost Foot Condition, remove that Lost Foot
Condition.
AMPUTATED LIMBS Note: If you have two Lost Foot Injuries,
Lost Arm permanently gain the Prone Condition unless you
• Suffer a -20 penalty on all Tests that rely on the can acquire suitable prosthetics. You cannot gain
use of two hands, and you cannot wield two-handed more than two Lost Foot Conditions.
weapons.
• If you suffer the Lost Arm Condition to a limb that Lost Hand
has the Lost Hand Condition, remove that Lost Hand • Suffer a -20 penalty on all Tests that rely on the
Condition. use of two hands, and you cannot wield two-handed
Note: If the primary arm was lost, remember that weapons. You can, however, strap a shield or hook
characters are not considered to be ambidextrous to the injured arm to offer some use in combat.
without the Ambidextrous talent. You cannot gain • If you gain the Lost Arm Condition to a limb that
more than two Lost Arm Conditions. has the Lost Hand Condition, remove that Lost Hand
Condition.
Lost Ear Note: If the primary arm was lost, remember that
• Suffer a -20 penalty to all Tests that rely on characters are not considered to be ambidextrous
hearing. • Suffer a -10 penalty to Fellowship-based without the Ambidextrous talent. You cannot gain
Tests due to your unsightly earless state. more than two Lost Hand Conditions.
Note: You cannot gain more than two Lost Ear
Conditions. Lost Leg
• Permanently reduce your Movement Characteristic
Lost Eye by half (rounded up).
• Permanently reduce your Weapon Skill and • Suffer a -20 on all Tests that could rely on mobility,
Ballistic Skill by half (rounded up). such as Stealth.
• Suffer a -20 penalty to all Tests that rely on sight. • Can no longer use the Dodge Blow skill.
• If your scarred socket is visible to others, suffer a • If you gain the Lost Leg Condition to a limb that has
-10 penalty on Fellowship-based Tests but a +10 the Lost Foot Condition, remove that Lost Foot
bonus to Intimidate Tests. Condition.
Note: If you have two Lost Eye Conditions, you Note: If you have two Lost Leg Injuries, permanently
automatically fail all Tests that rely on sight. You gain the Prone Condition unless you can acquire
cannot gain more than two Lost Eye Conditions. suitable prosthetics. You cannot gain more than two
Lost Leg C onditions.
Lost Finger
• Suffer a penalty of -5 to all Tests using the hand in
Lost Nose
• Permanently reduce your Fellowship by half
(rounded up). caused it.
• Suffer a -20 penalty to all Tests that rely on smell.
Lost Teeth
TORN MUSCLE (X)
• Body: Suffer a -10 penalty to all Tests involving the
• Permanently reduce your Fellowship by 1 for every
body (including all attack Tests).
tooth lost.
• Arms: Suffer a -10 penalty to all Tests involving the
Note: Once you have lost 8 or more teeth, you find
arm.
consuming solids significantly more difficult,
• Legs: Suffer a -10 penalty to all Tests involving the
doubling eating times and making some foodstuffs
leg. Reduce your Movement Characteristic by 1.
nigh-on impossible to eat. You cannot gain more
• Head: Suffer a -10 penalty to all Tests involving the
than 16 Lost Teeth Conditions.
head.
• Removing Torn Muscle: You may spend an
Lost Toe
Endeavour and make a Difficult (-10) Toughness
• Permanently reduce your Agility by 2 for every toe
Test; a successful Average (+20) Heal Test made by a
lost.
character using Physician’s Trade Tools and the
Note: You cannot gain more than 10 Lost Toe
Surgery talent within a week of receiving this
Conditions.
Condition will grant a +20 bonus to the Toughness
Test. If the Toughness Test is successful, remove the
Lost Tongue Torn Muscle Condition. If the test is failed, you may
A loss of a tongue leaves you grunting and humming, use a future Endeavour to try again, gaining a +10
or relying on makeshift sign language, for modifier for each failed attempt.
communication. You must remove this Torn Muscle Condition
• Suffer a -20 penalty to appropriate before you can remove the Critical Injury that
Fellowship-based Tests that rely on speaking. caused it.
• Automatically fail all Language Tests involving
speaking.
USELESS
Limbs can be rendered Useless by certain Critical
BROKEN BONE (X) Effects. While a limb is Useless, its owner suffers all
• Body: Halve your Strength and Agility of the penalties associated with having lost that limb
Characteristics. (see Amputated Parts above). The limb is not
• Arm: The Arm is Useless. actually severed, however, and thus the effect only
• Leg: The Leg is Useless. persists until the Useless Condition is removed
• Head: Halve your Fellowship Characteristic, and (usually through time or medical attention).
suffer a -20 penalty to all Language Tests.
• Removing Broken Bone: You may spend an
Endeavour and make a Hard (-20) Toughness Test; a
successful Average (+20) Heal Test made by a
character using Physician’s Trade Tools and the
Surgery talent within a week of receiving this
Condition will grant a +20 bonus to the Toughness
Test. If the Toughness Test is successful, remove the
Broken Bone Condition. If the test is failed, you may
use a future Endeavour to try again, gaining a +10
modifier for each failed attempt.
You must remove this Broken Bone Condition
before you can remove the Critical Injury that