Neat! Care to share the keyword effects, or at least some examples? On my edition of the card it'll be simply "collaborate with the DM to determine the exact effect", but I'm curious what you use as baseline. Fire does ongoing 5/tier fire damage (if the attack already caused ongoing fire, add to it), that sort of thing?
Sure! Since you asked, I'd be glad to share. It's a bit long...
[sblock=Critical Hit Enhancements]
Charm: Target is dominated for one round.
Cold: Target is slowed (save ends). If already slowed, target is immobilized until the end of your next turn.
Damage Type: Add ongoing 5 damage per tier to the triggering power. If the power already deals ongoing damage, increase the ongoing damage by this amount, or add an additional ongoing damage effect based on the power’s keywords. Powers that inflict untyped damage can be enhanced to inflict untyped ongoing damage. Unless otherwise noted in the triggering power, all enhanced critical hit ongoing damage is (save ends).
Defence Targeted: Reduce the defence targeted by the triggering power by 2 (save ends).
Fear: Target moves its speed away from you as a free action, and will not willingly come closer (save ends).
Fire: All enemies adjacent to the target take fire damage equal to the attribute modifier you used for the attack, plus half your level.
Force: Target is dazed (save ends). If already dazed, target is stunned until the end of your next turn. Alternately, you may push the target one square per tier, and knock it prone.
Forced Movement: Double the distance of any forced movement the triggering power causes. This includes push, pull, slide, and teleport effects. Alternately, if the normal forced movement of the triggering power could be used to force the target to make a saving throw, you can instead choose to apply a -2 penalty to the target’s saving throw.
Healing: Targets benefiting from the healing effects of the triggering power gain Regeneration 5 per tier (failed save ends).
Invigorating: Double the amount of temporary hit points gained by using the power.
Lightning: Target is dazed (save ends). If already dazed, target is stunned until the end of your next turn.
Minions: All enemies within 5 squares of the target are rattled (save ends).
Necrotic: Target is immobilized or weakened (save ends).
Poison: Target is slowed or weakened (save ends).
Radiant: Target is blinded (save ends).
Rattling: All enemies within 5 squares are rattled until the end of your next turn.
Reliable: The power is not expended.
Saving Throw: The target takes a -2 penalty to all saving throws caused by the triggering power.
Thunder: Target is deafened until the end of the encounter.
[/sblock]
As you can see, some are not true Keywords in the rules sense, but are still situational, depending on the attack used, and sometimes the target.
Most of the effects are kind of weak, and this is intentional. I didn't want to have players able to completely screw themselves over by using this on their characters all the time. I had tried another system based on the old 2e Combat & Tactics critical hit charts (which I
loved), but the effects were too harsh. I had even included things like permanent and semi-permanent injuries.
I don't have an entry for
Augmentable because my group doesn't use psionic as a power source.
I may have missed some other keywords or items, so feel free to add to this list and share! I hope you find this helpful and / or useful.
