Difference between revisions of "Knockout"

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(New page: When forced to use violence against opponents towards whom they have no malice, players will often opt to have their character forgo dealing normal damage and instead attempt to move an op...)
 
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When forced to use violence against opponents towards whom they have no malice, players will often opt to have their character forgo dealing normal damage and instead attempt to move an opponent down the Knockout Track and so incapacitate them without killing them.  Narratively, what this means is that your character uses the flat of a blade, hilt, pommel or other non-lethal part of a weapon to beat the opponent down.  When you announce your attack, state that you are attempting to deal Knockout damage or "pulling your punches."  The characters make [[Attack Roll|Attack]] and [[Defense Roll]]s as normal.  For every five points of damage you normally would have done, the opponent is moved one space down the Knockout Track. 
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{{deprecated|merged=[[Called Shot]]}}
  
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As noted in [[Book:Life_and_Death|Chapter 4: Life and Death]], as a character becomes increasingly exhausted, ill, dazed, or punch-drunk, that character moves further down the [[Knockout Track]].
|+Knockout Track
 
!Status!!Penalty
 
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|Stage One||−2
 
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|Stage Two||−4
 
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|Stage Three||−6
 
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|Stage Four||−8
 
|-
 
|Stage Five||Knocked-out
 
|-
 
|}
 
  
The further down the K.O. Track a character is, the more penalties are applied to his or her rolls.  When a character reaches Stage Five on the K.O. Track, he or she is rendered unconscious until they are healed of their condition or have adequate time to rest.
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The best way to incapacitate another combatant without causing them undue harm is to attempt a [[Grab]], ''immobilize'' them, and then begin a ''choke'' (see above). However, that's a maneuver that takes some skill in hand-to-hand combat.
  
A character also moves one step down the K.O. Track each time they take damage which exceeds their [[Endurance]] + [[Vitality]] from one attack.
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On the other hand, most creatures have sensitive organs. One good swing of a bludgeoning weapon to the liver or to the side of the head will drop most folks. This stunning weakness of anatomy can be exploited in combat to subdue your foes while keeping them alive… probably.
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To attempt a '''knockout''', make a Called Shot to the sensitive location in question (a −5 penalty) using any bludgeoning weapon, including hand-to-hand. If you hit and deal damage, the opponent must make a [[Stamina]] check at a DL of 10 + any damage dealt. If they fail, they move one step down the Knockout Track. On a Critical Failure, they move all the way down the Knockout Track and immediately gain the ''unconscious'' condition.
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A character with the [[Haymaker]] Trump causes any foe who fails the Stamina check to drop immediately, instead of just those who critically fail.
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In this case, Size matters. Opponents take −5 to the Stamina check for every point of difference in Size if you're bigger than them. However, this also means that they get +5 to the Stamina check for every point of difference in Size if you're smaller. If an opponent has a large enough bonus that they would pass the check even on a Critical Failure, you can't knock them out in one hit.
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[[Category:Combat]]

Latest revision as of 14:18, 31 December 2019

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As noted in Chapter 4: Life and Death, as a character becomes increasingly exhausted, ill, dazed, or punch-drunk, that character moves further down the Knockout Track.

The best way to incapacitate another combatant without causing them undue harm is to attempt a Grab, immobilize them, and then begin a choke (see above). However, that's a maneuver that takes some skill in hand-to-hand combat.

On the other hand, most creatures have sensitive organs. One good swing of a bludgeoning weapon to the liver or to the side of the head will drop most folks. This stunning weakness of anatomy can be exploited in combat to subdue your foes while keeping them alive… probably.

To attempt a knockout, make a Called Shot to the sensitive location in question (a −5 penalty) using any bludgeoning weapon, including hand-to-hand. If you hit and deal damage, the opponent must make a Stamina check at a DL of 10 + any damage dealt. If they fail, they move one step down the Knockout Track. On a Critical Failure, they move all the way down the Knockout Track and immediately gain the unconscious condition.

A character with the Haymaker Trump causes any foe who fails the Stamina check to drop immediately, instead of just those who critically fail.

In this case, Size matters. Opponents take −5 to the Stamina check for every point of difference in Size if you're bigger than them. However, this also means that they get +5 to the Stamina check for every point of difference in Size if you're smaller. If an opponent has a large enough bonus that they would pass the check even on a Critical Failure, you can't knock them out in one hit.