the body. These systems usually use lookup charts and other mechanics to determine which wound was inflicted. In RPGs with non-humanoid characters or monsters, unlikely or bizarre results could occur, such as a Beholder with a "lost leg". Most systems now simply award extra damage on a critical hit, trading realism for ease of play. The effect of a critical hit is to break up the monotony of a battle with high, unusual results. In the Brazilian RPG Tagmar, according to the result of a dice roll, the victim of a critical hit is significantly wounded or even instantly killed (regardless of hit points). The roleplaying game Rolemaster is known for its extended system of criticals. One long-standing claim from its company ICE is that it is not the normal hits that kill, but the critical. By integrating criticals even on low results by varying the critical severity (from A (minor) - J (extreme)) and the large variety of criticals (e.g. Slash, Krush, Puncture, Heat, Cold, Electricity, Impact, Unarmed Strikes and even some bizarre ones such as Internal Disruption and Essence criticals), every combat plays out differently. Critical results vary from simple additional hits, and added bleeding and stuns to limbs lopped off and internal organs destroyed. Player characters are not immune to the effects of a critical hit in this system. Many games call critical hits by other names. For example, in Chrono Trigger, a double hit is a normal attack in which a player character strikes an enemy twice in the same turn. The EarthBound series refers to critical hits as a smash hit (known in-game as "SMAAAASH!!"). The American NES release of Dragon Warrior II referred to an enemy's critical hits as "heroic attacks". In the Mario & Luigi subseries, critical hits are known as "lucky hits", whereas the word "critical" is instead used for attacks that are elementally effective (e.g. fire against plants). Players frequently use the abbreviation crit or critical for "critical hit". Team Fortress 2 uses a Critical and "Mini-Crit" system. Criticals deal three times the normal damage (and are not weaker at long range, unlike most damage), whereas "mini-crits" only increase damage by 35%. In addition to most weapons having a random chance to crit, some weapons have mechanics that guarantee them when used correctly, such as sniping weapons being capable of headshots (see below). Critical miss The negative counterpart of the critical