TEXT: The critical hit mechanism in the core 
  rules, along with the associated status 
  tracks, are intended not to be too 
  punishing. However, some people prefer 
  their critical effects more up front and 
  center. This article presents an alternate 
  system of conditions designed to be a little 
  more deadly, but also a little faster in play. 
  Critical Hits
  As before, a critical hit takes place when 
  triple-sixes are rolled. This automatically 
  inflicts a temporary condition on the target  
  and makes the damage roll explode. 
     Each condition has two effects. In the 
  lists below, the first time a condition is 
  inflicted, the target suffers from the effect 
  in the first bullet-point. If they are affected 
  twice by a condition, the second bullet-
  point is used.  
     Rolling more than triple-sixes does not 
  have any additional effect. 
  Shaking Off temporary 
  Conditions
  Shaking off temporary conditions is 
  simple: just roll 1d6. On a roll of 4 or more, 
  the condition is removed. 
     Shaking off a condition takes one action, 
  and can only be attempted once per turn. 
  Conditions which do not allow you to take 
  actions still allow you to try to shake off 
  conditions. 
     Additionally, at the GM’s discretion, 
  suitable methods can be used to end a 
  condition (diving into water when on fire, 
  for example). 
  Severe Conditions
  Some conditions are more serious than 
  others. A condition described as severe can 
  only be shaken off by rolling a 6. 
  Persistent Conditions
  Some conditions cannot be shaken off. 
  Persistent conditions are not cleared until 
  the creature gets a full night’s rest. Some 
  conditions cannot be persistent (these 
  would kill any creature long before the 
  day was out). These are marked with an 
  asterisk. 
  Damage Types
  Each damage type inflicts a specific 
  condition. This should be noted on the 
  character sheet so that it does not need to 
  be looked up each time. 
  CRITICAL HITS 
  CONDITIONS AND
  Acid
  Pain
  Ballistic
  Bleeding
  Blunt
  Dazed
  Cold
  Slowed
  Electricity
  Dazed
  Heat/Fire
  Burning
  Holy
  Blind
  Ion
  Fatigued
  Light
  Blind
  Necrotic
  Fatigued
  Piercing
  Bleeding
  Poison
  Poisoned
  Psionic/Psychic
  Dazed
  Radiation
  Sick
  Slashing
  Bleeding
  Sonic/Sound
  Deaf
  Unholy
  Sick
  
  AFRAID
  • You cannot approach the source of 
  your fear. 
  • You must flee the source of your fear, 
  or simply cower if that is not 
  possible. 
  ANGRY
  • You cannot take any non-attack 
  actions other than moving directly 
  towards an enemy. 
  • You must attack the nearest foe. If 
  none are available, you must attack 
  the nearest ally. 
  Bleeding*
  • You take 1d6 damage at the start of 
  your turn. 
  • You take 2d6 damage at the start of 
  your turn. 
   
  BLIND
  • Your vision is limited to 
  30’, and you move at half 
  SPEED. 
  • You cannot see, cannot 
  use ranged weapons, 
  move at half SPEED, and 
  suffer -2d6 to all sight-
  based actions. 
  BURNING*
  • You take 1d6 fire damage 
  per round. Clothes are 
  ruined. 
  • You take 2d6 fire damage 
  per round. Clothes, hair, 
  and eyebrows are ruined. 
  CHARMED
  • You will not attack the 
  source of the charm, nor 
  will you willingly allow 
  harm to come to them. 
  • You will obey commands 
  which do not overly 
  conflict with your nature 
  or which are obviously 
  harmful to you. 
  Confused
  • You drop any items you are holding 
  and cannot tell friend from foe. 
  • Roll 1d6 to determine your condition 
  each turn: (1) afraid, (2) angry, (3) 
  forgetful, (4) manic, (5) drunk, (6) 
  dazed. 
  dazed
  • You can only take one action per 
  round. 
  • You cannot take any actions. 
  DEAF
  • You cannot hear sounds more than 
  30’ away and suffer -1d6 to 
  PERCEPTION and INITIATIVE. 
  • You cannot hear anything and suffer 
  -2d6 to PERCEPTION and 
  INITIATIVE. 
  
  Drunk
  • You cannot move more than once in a 
  round. 
  • You cannot move, but at the start of 
  your turn you wander 1d6 squares in 
  a random direction. 
  Fatigued
  • You can only take one action per 
  round and your carry increment is 
  halved. 
  • Your maximum HEALTH is halved, 
  in addition to the above effects. 
  Forgetful
  • You cannot use any of your skills or 
  spells. 
  • You cannot remember anything, 
  including who you are or who your 
  allies are. 
  Immobilized
  • You cannot move from your current 
  square. 
  • You cannot take any actions, and 
  your physical DEFENSEs drop to 10. 
  Manic
  • You cannot take hostile or aggressive 
  actions. 
  • You are convulsed with laughter and 
  can take no other actions. 
  PAIN
  • You take 1d6 damage if you take a 
  second action in a turn. 
  • You take 1d6 damage if you take any 
  actions. 
  POISONED
  • You cannot heal wounds. 
  • You cannot heal wounds and take 1d6 
  poison damage at the start of each 
  turn. 
  Sick
  • You cannot jump and you can only 
  take one action per round. 
  • You suffer -2d6 to all attribute checks, 
  as well as the above effects. 
  SLEEPING
  • You are drowsy and lethargic. You 
  may only act once each turn. 
  • You are asleep, and cannot be woken. 
  SLOWED
  • Your SPEED scores are halved and 
  you suffer -4 to physical DEFENSEs. 
  • Your SPEED scores are halved, your 
  physical DEFENSEs become 10, and 
  you can only take one action per turn. 
  Translating from the 
  core rules
  There are situations in the core rules 
  which need slight changes to come inline 
  with these new rules. The following 
  changes apply: 
  • Environments, as before, can inflict 
  persistent conditions. An hourly 
  attribute check is required to avoid 
  being subject to a condition. 
  • Spells which inflict conditions only 
  use the Moderate (2 MP) and 
  Extreme (4 MP) costs, which inflict 
  the first and second bullet-pointed 
  conditions respectively. 
  • Compulsion spells can cause 
  Charmed. 
  • Enchantment spells can cause 
  Afraid, Angry, Confused, Forgetful, 
  Manic, Sleeping. 
  • Infliction spells can cause Blind, 
  Deaf, Fatigued, Forgetful, Sick. 
  • Some abilities of effects might say 
  “the target is rendered Terrified [16]” 
  or similar. Ignore the number; it’s 
  now just a 50% chance. The actual 
  condition may have changed name, 
  but should be easy to match up. 
  
  The Odds
  Below you will find the chances of rolling 
  three or more sixes on various sized dice 
  pools. For comparison, 1-in-20 (a critical 
  hit in the d20 System) is 5%, placing it 
  between 5d6 and 6d6 on the probability 
  curve. 
  In context, this means that a party of four 
  rolling 6d6 will get one critical hit every 
  other round if they each make only one 
  attack per round. Between 7d6 and 8d6 
  that increases to one every round. If they 
  are making two attacks each, then these 
  rates double, of course. 
     As the PC advance, critical hits become a  
  If you enjoy playing with the odds, here 
  are the chances when you make critical 
  hits occur on double-sixes instead, as some 
  exploits allow. 
  Dice Pool
  Probability of 
  3 Sixes
  Roughly
  3d6
  0.46%
  1 in 200
  4d6
  1.62%
  1 in 60
  5d6
  3.55%
  1 in 30
  6d6
  6.23%
  1 in 16
  7d6
  9.58%
  1 in 10
  8d6
  13.48%
  1 in 7
  9d6
  17.83%
  1 in 6
  10d6
  22.48%
  1 in 5
  11d6
  27.32%
  1 in 4
  12d6
  32.26%
  1 in 3
  13d6
  37.19%
  1 in 3
  14d6
  42.05%
  1 in 2
  15d6
  46.78%
  1 in 2
  16d6
  51.32%
  1 in 2
  17d6
  55.65%
  1 in 2
  18d6
  59.73%
  2 in 3
  19d6
  63.57%
  2 in 3
  20d6
  67.13%
  2 in 3
  Dice Pool
  Probability of 
  2 Sixes
  Roughly
  3d6
  7.47%
  1 in 13
  4d6
  13.19%
  1 in 8
  5d6
  19.62%
  1 in 5
  6d6
  26.32%
  1 in 4
  7d6
  33.02%
  1 in 3
  8d6
  39.53%
  1 in 3
  9d6
  45.73%
  1 in 2
  10d6
  51.55%
  1 in 2
  11d6
  56.93%
  1 in 2
  12d6
  61.87%
  1 in 2
  13d6
  66.35%
  2 in 3
  14d6
  70.40%
  2 in 3
  15d6
  74.04%
  3 in 4
  16d6
  77.28%
  3 in 4
  17d6
  80.17%
  3 in 4
  18d6
  82.72%
  4 in 5
  19d6
  84.98%
  4 in 5
  20d6
  86.96%
  4 in 5
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 62 - Conditions & Critical Hits.pdf