Difference between revisions of "Called Shot"
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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. Creatures with a bonus large enough to pass the check even on a Critical Failure are not subject to any Critical Failure penalties listed below. | 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. Creatures with a bonus large enough to pass the check even on a Critical Failure are not subject to any Critical Failure penalties listed below. | ||
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+ | ===Head and Abdomen=== | ||
+ | A Called Shot to the head or to the abdomen must be done with a bludgeoning weapon (including hand-to-hand) and imposes a −4 penalty to the Attack Roll. An opponent who fails the Stamina check moves one step down the [[Knockout Track]]. An opponent whose Stamina check is a Critical Failure moves ''all'' the way down the Knockout Track and immediately gains the ''unconscious'' condition. | ||
===Eyes and Ears=== | ===Eyes and Ears=== | ||
− | A Called Shot to the eye or to the ear imposes a | + | A Called Shot to the eye or to the ear imposes a −8 penalty to the [[Attack Roll]]. An opponent who fails the Stamina check gains the ''[[distracted]]'' condition until the damage is healed, not to mention a black eye or a ruptured eardrum. An opponent whose Stamina check is a Critical Failure also gains the ''stunned'' condition. |
If both eyes become disabled, the defender gains the ''[[blinded]]'' condition. If both ears become disabled, the defender gains the ''[[deafened]]'' condition. Once the damage is healed, the defender's hearing and vision return to normal. | If both eyes become disabled, the defender gains the ''[[blinded]]'' condition. If both ears become disabled, the defender gains the ''[[deafened]]'' condition. Once the damage is healed, the defender's hearing and vision return to normal. | ||
===Tongue=== | ===Tongue=== | ||
− | A Called Shot to the tongue must be done with a slashing or piercing weapon and imposes a | + | A Called Shot to the tongue must be done with a slashing or piercing weapon and imposes a −8 penalty to the Attack Roll. An opponent who fails the Stamina check gains the ''[[muted]]'' condition until the damage is healed. An opponent whose Stamina check is a Critical Failure also gains the ''[[bleeding]]'' condition. |
===Legs=== | ===Legs=== | ||
− | A Called Shot to the leg imposes a −2 penalty. An opponent who fails the Stamina check gains the ''[[hampered]]'' condition until the damage is healed. An opponent whose Stamina check is a Critical Failure also gains the ''[[prone]]'' condition, but can attempt to stand back up as long as they have a healthy leg to stand on. | + | A Called Shot to the leg imposes a −2 penalty to the Attack Roll. An opponent who fails the Stamina check gains the ''[[hampered]]'' condition until the damage is healed. An opponent whose Stamina check is a Critical Failure also gains the ''[[prone]]'' condition, but can attempt to stand back up as long as they have a healthy leg to stand on. |
If all of the defender's legs become disabled, the target gains the ''prone'' condition and won't be able to stand unassisted until the damage is healed. | If all of the defender's legs become disabled, the target gains the ''prone'' condition and won't be able to stand unassisted until the damage is healed. | ||
===Hands=== | ===Hands=== | ||
− | A Called Shot to the hand imposes a | + | A Called Shot to the hand imposes a −4 penalty to the Attack Roll. An opponent who fails the Stamina check immediately drops any weapon or object held in that hand. He also takes a −2 penalty to [[Grip]] checks until the damage is healed. An opponent whose Stamina check is a Critical Failure cannot use the hand as long as it remains damaged. |
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[[Category:Combat]] | [[Category:Combat]] |
Revision as of 23:36, 28 December 2019
Every Achilles has his heel. Humanoids in particular have lots of important squishy parts. Some monstrous creatures have far fewer. A Called Shot is an attack that targets a specific location on your opponent to exploit its weaknesses and disable it somehow. For instance, you want to shoot the gun out of someone's hand, or use a whip to slice open a spellcaster's tongue. One good swing of a bludgeoning weapon to the liver or to the side of the head will drop most folks. These stunning weaknesses of anatomy can be exploited in combat to subdue your foes while keeping them alive… probably.
Making a called shot imposes a penalty to the Attack Roll. The smaller the body part, the higher the penalty. If your penalized Attack Roll beats the defender's Evasion Roll and you deal damage, the defender must make a Stamina check against a DL of 10 + any damage dealt. If the defender's Stamina check is a failure, the body part is considered disabled and bad things happen. If it's a Critical Failure, worse things happen. If the defender's Guard check to resist damage is a Critical Failure and the Stamina check to resist effects is also a Critical Failure, the GM might impose the penalty permanently or decide the body part in question is severed clean off.
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. Creatures with a bonus large enough to pass the check even on a Critical Failure are not subject to any Critical Failure penalties listed below.
Head and Abdomen
A Called Shot to the head or to the abdomen must be done with a bludgeoning weapon (including hand-to-hand) and imposes a −4 penalty to the Attack Roll. An opponent who fails the Stamina check moves one step down the Knockout Track. An opponent whose Stamina check is a Critical Failure moves all the way down the Knockout Track and immediately gains the unconscious condition.
Eyes and Ears
A Called Shot to the eye or to the ear imposes a −8 penalty to the Attack Roll. An opponent who fails the Stamina check gains the distracted condition until the damage is healed, not to mention a black eye or a ruptured eardrum. An opponent whose Stamina check is a Critical Failure also gains the stunned condition.
If both eyes become disabled, the defender gains the blinded condition. If both ears become disabled, the defender gains the deafened condition. Once the damage is healed, the defender's hearing and vision return to normal.
Tongue
A Called Shot to the tongue must be done with a slashing or piercing weapon and imposes a −8 penalty to the Attack Roll. An opponent who fails the Stamina check gains the muted condition until the damage is healed. An opponent whose Stamina check is a Critical Failure also gains the bleeding condition.
Legs
A Called Shot to the leg imposes a −2 penalty to the Attack Roll. An opponent who fails the Stamina check gains the hampered condition until the damage is healed. An opponent whose Stamina check is a Critical Failure also gains the prone condition, but can attempt to stand back up as long as they have a healthy leg to stand on.
If all of the defender's legs become disabled, the target gains the prone condition and won't be able to stand unassisted until the damage is healed.
Hands
A Called Shot to the hand imposes a −4 penalty to the Attack Roll. An opponent who fails the Stamina check immediately drops any weapon or object held in that hand. He also takes a −2 penalty to Grip checks until the damage is healed. An opponent whose Stamina check is a Critical Failure cannot use the hand as long as it remains damaged.