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My Arms Law For BX, OSRIC and FG&G
My Arms Law For BX, OSRIC and FG&G
OB Offensive Bonus = Level + Class Bonus + STR/DEX Bonus to Hit + 4 if have proficiency
Class Bonus: 4 for Fighter, 2 for Thief and 1 for Cleric
DB Defensive Bonus = 0 + DEX AC Bonus + Shield Bonus + additional AC bonuses you may
have from spells or enchantments
A B C D E
Rounds Stunned 1 1 2 2 3
Bleed per round 1 2 2 3 3
+Hits 3 6 9 12 15
You also get an special effect for the type of damage when the critical is B or above:
OPTIONAL(1): For Flexible Armor (ring mail and below it), change Bludgeoning to “stun for 1
extra round.”
OPTIONAL(2): For Flexible Armor (ring mail and below it), change Slashing to “Reduce
opponent AT in 1 and bleed +1 per round”
Location
1-3 Head
4-8 Chest
9-12 Arms
13-17 Abdomen
18-20 Legs
HEAD
1-4 Stun. If no helm, KO for 1 round.
5-8 +hits. If no helm, KO for 1 round.
9-12 +hits and stun. If no helm, KO for 2 rounds.
13-16 +hits*2 and stun. If no helm, KO for 2 rounds.
17-19 +hits*2. stun and bleed. If no helm, KO for 3 rounds.
20 +hits*4, stun*2 and bleed. If no helm, KO for 3 rounds.
Eye Damaging: Every time you receive a critical in the Head from class C or above roll 1d20, if
the result is 3 or below, for class C = partial blindness, OB/DB reduced by 2, returns to normal
after 1 week, for class D = loss of one eye, OB/DB permanently reduced by 4, for class E = both
eyes loss, OB/DB permanently reduced by 8.
CHEST
1-4 If AT0, stun
5-8 +hits. If AT0, stun.
9-12 +hits and stun. If AT0, use stun*2.
13-16 +hits, stun and bleed. If AT0, use +hits*2
17-19 +hits*2, stun and bleed. If AT0, use stun*2
20 +hits*2, stun*2 and bleed. If AT0, use +hits*4
ARMS
1-4 If AT0, stun.
5-8 +hits. If AT0, stun.
9-12 +hits, if AT0, bleed.
13-16 +hits, stun. If AT0, bleed.
17-19 +hits, stun*2. If AT0, bleed
20 +hits*2, stun*2. If AT0, bleed.
Shield Breaking = Every time you receive a critical in the Arms, reduce the DB of the shield
equal to the class of the critical (A=1,B=2,C=3,D=4,E=5). When a shield gets DB 0, it is
considered useless for defense.
ABDOMEN
1-4 +hits, if AT0 stun
5-8 Stun, if AT0 +hits
9-12 +hits and stun. If AT0 use stun*2
13-16 +hits and stun*2. If AT0 use +hits*2
17-19 +hits*2 and stun*2. If AT0 bleed
20 +hits*2, stun*2 and bleed. If AT0, stun*4
LEGS
1-4 If AT0, stun
5-8 +hits, if AT0 stun
9-12 +hits and stun. If AT0 bleed
13-16 +hits and bleed. If AT0 stun
17-19 +hits and stun*2, if AT0 bleed
20 +hits*2 and stun*2, if AT0 bleed*2
OPTIONAL(2): A character may suffer penalties based on their current CH, when under 3/4 of it,
-2 to OB and DB; when under 1/2, -4 to OB and DB; when under 1/4 of it, -6 to OB and DB.
When a character receive a critical, he gain a major wound in the area attacked based on the
class of critical. A=1 ,B=2, C=3, D=4, E=5. When a part accumulate 5+Level/2, it is considered
useless. Head, Chest and Abdomen means insta-death.
Recovery