Difference between revisions of "Knockout"
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− | The further down the Knockout Track a character is, the more penalties are applied to his or her rolls. When a character reaches Stage Five on the Knockout Track, he | + | The further down the Knockout Track a character is, the more penalties are applied to his or her rolls. When a character reaches Stage Five on the Knockout Track, he is rendered unconscious until he is healed of his condition or has adequate time to rest. |
Revision as of 19:25, 8 May 2012
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 and Damage Rolls as normal. For every five points of damage you normally would have done, the opponent is moved one space down the Knockout Track.
Status | Penalty |
---|---|
Stage One | −2 |
Stage Two | −4 |
Stage Three | −6 |
Stage Four | −8 |
Stage Five | Knocked-out |
The further down the Knockout Track a character is, the more penalties are applied to his or her rolls. When a character reaches Stage Five on the Knockout Track, he is rendered unconscious until he is healed of his condition or has adequate time to rest.