Post by Storyteller on May 29, 2016 14:19:19 GMT
Called shots are one of those epic actions your character may perform in a battle against an enemy. But with the epicness pretty often comes confusion.
Below are the rules we use in our game. They are modified for the best experience in the game, giving you the opportunity to make the epic, but not to make it too easy on you either.
A called shot requires 2 additional traits to be bind to the chop and your action, regardless on how brutal or bloody it is, is not causing damage to the health levels of the target (except if stated differently below). Instead it gives a flaw that will remain on the target's sheet unless he/she heals it, if that will be possible. The flaw and side effects are entirely up to the part of the body damaged, and is covered in the list below:
Head shot:
A head-shot will cause the damage that would be dealt in a regular attack. Additionally the target gets confused for the next turn (1 turn of Rage or every man) which make him unable to attack and 2 traits down in a defense action due to confusion as long as it last.
Note: Do not be mistaken for a knockout hit.
Knockout:
Must be performed in the form of 'brawl' action and must win he chop. The target loses his consciousness for amount of every man turns (Unable to act in Rage action. If target spend the Rage for extra actions, he takes it back) depending on the total of mental traits the target posses:
1-10 mental: 5 turns
11-13 mental: 4 turns
14-15 mental: 3 turns
16-17 mental: 2 turns
18+ mental: 1 turn
Eyes:
One of the favorite out there. Targeting eyes have three degrees of damage:
1: Attacking with a substance that will effect the eye sight of the target but not destroying the eye, such as dust, sand, peperspray, alcohol.. you got the idea. This action doesn't need additional traits to be bound, but requires a previous action of you taking-reaching for the substance if available in the first place.
The target suffers the flaw: Bad Sight (You don’t see very well for some reason. Large objects are still visible, albeit fuzzy, and smaller things are too out of focus for you to clearly identify. You are two Traits down on all challenges where careful eyesight is needed.) until the target shrugs the substance off by winning a chop, or spending a WP point.
2: Destroying entirely the eye with a blade, bullet, fire, pencil.. whatever will burst or remove the eye. Such action give the target the flaw: One Eye (Whether you were born with the defect or injured somehow, you have only one functional eye, the other being either missing entirely or a dead-white orb. You are two Traits down on all challenges involving depth perception, including ranged combat.)
3: Destroying both eyes. Obviously.. this rarely happens in only one action and is a result of expended use of the damage a line above. The target that has no eyes left, is gifted by the flaw: Blind (You are robbed of the blessing of vision. You lose all ties where sight is involved (such as manual dexterity) and automatically lose all challenges where sight is required.)
Note: This rules may change slightly if the target have more then two eyes.
Ears:
Binding the additional traits will give you the opportunity to make your target... asymmetrical. You need to win the challenge AND a simple chop to damage the ear drum. As with the eyes it depends on if you hit only one ear or both.
One destroyed eardrum give the target: One Ear (Due to injury or defect, you lack an ear. You suffer a two-Trait resolution penalty on tests, just like someone with a Defective Sense. Additionally, missing an ear causes an additional one-Trait penalty on sound location.)
Both or all of them give the flaw: Deaf (You are completely deaf. You must use sign language or some other form of communication. You cannot hear Dominate commands, and so you are usually immune to them, but you suffer a three-Trait penalty on tests of perception and alertness. You automatically fail any challenge involving hearing, and you are automatically surprised by anyone approaching you from out of your line of sight. As you cannot hear yourself, your howls or speech are likely to sound strange to others. You cannot have Acute Sense: Hearing, and you are surprised automatically by anyone who approaches you from outside your line of sight.)
Limbs:
If in brawl action, with no additional traits binded after winning the chop and dealing the damage as usual you may ask for a simple to determinate if the target loses the control of his leg or hand, meaning he would drop/kneel to the ground if the leg/knee was the target and drop the item hold if the target was the hand/arm. This must be reminded and stated by you. it not happens automatically. If you passed your turn, you lost the chance.
When it comes to bullets, blades, whatever it would deal lethal or aggravated damage, binding the traits as usual in called shots the target will suffer the flaw: Crippled Limb/Deformity (More severe than simply suffering from a twitchy limb like the Lame Negative Physical Trait, you have extensive damage to one of your arms or legs. If one of your arms is injured, you suffer a two-Trait penalty on any actions that normally require two hands. If one of your legs is crippled, you can only take one step per action, you cannot run at all and you should probably take the Negative Trait Lame as well.) As stated in the brawl case, you may ask for the simple test to determinate if the target drop whatever item he was holding or if he lose his balance.
Spine:
Now.. this is a nasty one and it will be devided in two types of damage, depending on your accuracy.
Hitting a spine successfully will cause the target the flaw: Lame (For some reason, your legs don’t work effectively. This may have been from a disease, an injury before your Change or a battle scar. You can only take one step per action, no matter what your form, You can only take one step per action you cannot run and you should take the Negative Trait Lame as well.) as automatic result but then will be asked for a simple test that you need to win. If you are successful the damage is more severe and the lame flaw becomes: Paraplegic (Confined to a wheelchair, bed or crutches, you can’t move at all without extreme effort. You can only move one step per action, and doing so is very painful - take one level of bashing damage from exhaustion each time you move this fast. Anyone who relies on maneuverability (striking with a sword, kicking you or just running away) automatically bests you on all ties.)
Any target not stated above will be a special case and will be discussed with the STs to determinate the effects.
Note: Any of the above, may have exceptions if the anatomy of the target is different. Please pay attention to descriptions that the person playing the character is giving.
Below are the rules we use in our game. They are modified for the best experience in the game, giving you the opportunity to make the epic, but not to make it too easy on you either.
A called shot requires 2 additional traits to be bind to the chop and your action, regardless on how brutal or bloody it is, is not causing damage to the health levels of the target (except if stated differently below). Instead it gives a flaw that will remain on the target's sheet unless he/she heals it, if that will be possible. The flaw and side effects are entirely up to the part of the body damaged, and is covered in the list below:
Head shot:
A head-shot will cause the damage that would be dealt in a regular attack. Additionally the target gets confused for the next turn (1 turn of Rage or every man) which make him unable to attack and 2 traits down in a defense action due to confusion as long as it last.
Note: Do not be mistaken for a knockout hit.
Knockout:
Must be performed in the form of 'brawl' action and must win he chop. The target loses his consciousness for amount of every man turns (Unable to act in Rage action. If target spend the Rage for extra actions, he takes it back) depending on the total of mental traits the target posses:
1-10 mental: 5 turns
11-13 mental: 4 turns
14-15 mental: 3 turns
16-17 mental: 2 turns
18+ mental: 1 turn
Eyes:
One of the favorite out there. Targeting eyes have three degrees of damage:
1: Attacking with a substance that will effect the eye sight of the target but not destroying the eye, such as dust, sand, peperspray, alcohol.. you got the idea. This action doesn't need additional traits to be bound, but requires a previous action of you taking-reaching for the substance if available in the first place.
The target suffers the flaw: Bad Sight (You don’t see very well for some reason. Large objects are still visible, albeit fuzzy, and smaller things are too out of focus for you to clearly identify. You are two Traits down on all challenges where careful eyesight is needed.) until the target shrugs the substance off by winning a chop, or spending a WP point.
2: Destroying entirely the eye with a blade, bullet, fire, pencil.. whatever will burst or remove the eye. Such action give the target the flaw: One Eye (Whether you were born with the defect or injured somehow, you have only one functional eye, the other being either missing entirely or a dead-white orb. You are two Traits down on all challenges involving depth perception, including ranged combat.)
3: Destroying both eyes. Obviously.. this rarely happens in only one action and is a result of expended use of the damage a line above. The target that has no eyes left, is gifted by the flaw: Blind (You are robbed of the blessing of vision. You lose all ties where sight is involved (such as manual dexterity) and automatically lose all challenges where sight is required.)
Note: This rules may change slightly if the target have more then two eyes.
Ears:
Binding the additional traits will give you the opportunity to make your target... asymmetrical. You need to win the challenge AND a simple chop to damage the ear drum. As with the eyes it depends on if you hit only one ear or both.
One destroyed eardrum give the target: One Ear (Due to injury or defect, you lack an ear. You suffer a two-Trait resolution penalty on tests, just like someone with a Defective Sense. Additionally, missing an ear causes an additional one-Trait penalty on sound location.)
Both or all of them give the flaw: Deaf (You are completely deaf. You must use sign language or some other form of communication. You cannot hear Dominate commands, and so you are usually immune to them, but you suffer a three-Trait penalty on tests of perception and alertness. You automatically fail any challenge involving hearing, and you are automatically surprised by anyone approaching you from out of your line of sight. As you cannot hear yourself, your howls or speech are likely to sound strange to others. You cannot have Acute Sense: Hearing, and you are surprised automatically by anyone who approaches you from outside your line of sight.)
Limbs:
If in brawl action, with no additional traits binded after winning the chop and dealing the damage as usual you may ask for a simple to determinate if the target loses the control of his leg or hand, meaning he would drop/kneel to the ground if the leg/knee was the target and drop the item hold if the target was the hand/arm. This must be reminded and stated by you. it not happens automatically. If you passed your turn, you lost the chance.
When it comes to bullets, blades, whatever it would deal lethal or aggravated damage, binding the traits as usual in called shots the target will suffer the flaw: Crippled Limb/Deformity (More severe than simply suffering from a twitchy limb like the Lame Negative Physical Trait, you have extensive damage to one of your arms or legs. If one of your arms is injured, you suffer a two-Trait penalty on any actions that normally require two hands. If one of your legs is crippled, you can only take one step per action, you cannot run at all and you should probably take the Negative Trait Lame as well.) As stated in the brawl case, you may ask for the simple test to determinate if the target drop whatever item he was holding or if he lose his balance.
Spine:
Now.. this is a nasty one and it will be devided in two types of damage, depending on your accuracy.
Hitting a spine successfully will cause the target the flaw: Lame (For some reason, your legs don’t work effectively. This may have been from a disease, an injury before your Change or a battle scar. You can only take one step per action, no matter what your form, You can only take one step per action you cannot run and you should take the Negative Trait Lame as well.) as automatic result but then will be asked for a simple test that you need to win. If you are successful the damage is more severe and the lame flaw becomes: Paraplegic (Confined to a wheelchair, bed or crutches, you can’t move at all without extreme effort. You can only move one step per action, and doing so is very painful - take one level of bashing damage from exhaustion each time you move this fast. Anyone who relies on maneuverability (striking with a sword, kicking you or just running away) automatically bests you on all ties.)
Any target not stated above will be a special case and will be discussed with the STs to determinate the effects.
Note: Any of the above, may have exceptions if the anatomy of the target is different. Please pay attention to descriptions that the person playing the character is giving.