Called Shots .
An attacking character may opt to suffer a penalty to hit in exchange for a Called Shot that provides some special advantage. For example, a called shot may ignore armour (by attacking some small, unarmoured spot) or to strike a vital point, inflicting greater than normal damage results. Players must specify a called shot before rolling dice.
Called Shot – Basic
An attacking character may attack a specific point (the head, the hand, the right leg, etc.) by taking a -4 penalty. If the target is exceptionally small (an eye, for example), the GM may increase the penalty to -6, or use the Called Shot to Vital Spot rule (below). Success means the attacker has struck the spot as intended. Normally this results in a beneficial effect for the attacker, such as knocking a flask out of the character’s hand, or striking an unarmoured limb or area.
Example: a Orkish Warmain is attacking a
Called Shot to Weak Point
Armour does not completely protect its wearer, though it does provide some measure of protection. By making a called shot, an attacker may choose to strike at areas left somewhat vulnerable, despite his or her target’s armour. The Attack check suffers a penalty equal to an integer of the Combined Damage Reduction and Armour Class Bonus granted by the armour(Ex. Chain-Mail grants AC bonus of +5, and DR of 4/B or P so the integer is a 9), but if the attack is successful, the target’s armour provides no Damage Reduction.
Note: if a target is wearing piecemeal armour, or wearing armour that leaves a significant portion of his or her body unarmoured (such as simply wearing a breastplate and helm, or wearing Chain-Mail with no helm), the attacker may choose to make a Base Called Shot instead.
Example: The City guard responds to the Orks attack by attempting to strike in the gaps of the Ork’s Breastplate armour, at the joint under the Warmain’s Shoulder Joint. This is a Called Shot to Weak Point. The Breastplate armour normally provides an AC bonus of +5, and Damage Reduction of 4/Bludgeoning, so the Combined integer is 9, meaning the City guard suffers a -9 on his attack roll. If the Guards attack succeeds, the Orks armour provides no Damage reduction against the attack damage.
Called Shot to Vital Spot
A character attacking a living being can specify that he or she is attacking for a Vital Spot (heart, groin, spine, etc.) rather than simply taking any opening available. He or she suffers a -6 attack penalty on the attack roll, but, if successful the weapon used inflicts 100% damage (bonuses are calculated as normal). Additionally, a Target’s Shock Value (See above) is reduced by 2 against all successful vital shots. Note that unless the called shot also is to a Weak Spot (see above), suffering from a further penalty, armour Damage Reduction still applies.
Alternatively, a Character may make a Called shot to a Critical Spot in the same manner as to a Vital Spot. He or she suffers a -10 attack penalty on the attack roll, but, if successful the weapon inflicts 200% damage( base weapon damage highest roll, times 2), with the weapon damage bonuses being calculated normally. Additionally, a target’s shock value (see above) is reduced by 3 against all successful Critical shots. Note that unless the called shot also is to a Weak Spot (see above), suffering from a further penalty, armour Damage Reduction still applies.
Note: Characters or creatures immune to critical hits are also immune to Called Shots affecting Vital or Critical Spots. Such attacks made against these creatures or characters result in regular weapon damage.
Additional Note: When performing a Called Shot to Vital or Critical Spot, and a Critical Threat is rolled, the attack still automatically hits, but the called shot must be calculated normally, and separately to determine success. So, if the attack successfully criticals, it still hits, but if it does not successfully hit with the penalties to perform the called shot, it is as per normal with a critical hit. Should both succeed, the attack bonuses stack (100% weapon damage multiplied by the Critical multiplier for Vital Spots, or 100% weapon damage multiplied by the Critical Multiplier +1 for Critical spots since two doublings equals a tripling for critical hits).
Example: The Ork decides to attempt to bring down the city guard with a single, well-placed attack, and attempts to make a Called Shot to a Vital spot. With a Strength of 16, and using a battleaxe, the Ork takes a -6 penalty on the attack roll. If successful, the Ork would inflict 100% of the weapons damage die (1D8) plus the Orks relevant strength bonus. The weapon is being wielded in two hands, so the resulting damage is 12 points (8 from 1D8, + 3 +1 from the two handed wielding).
Having survived the attack, the guard retaliates in kind, by attempting a Called Shot to a Critical Point. Wielding a Bastard (hand-and-a-half) sword one-handed and with a Strength of 13 and weapon specialization, the guard makes an attack roll with a -10 penalty. If successful, he deals damage equal to 200% weapon damage (1D10) plus all regular bonuses. So when successful the guards deals a whopping 23 points of damage (10 from 1D10 times 2 for 20, +1 Strength, +2 Weapon Spec.)
Called Shot to Threaten Vital
A character attacking a Vulnerable (see below) can specify that he or she is attacking to Threaten a Vital spot (Heart, spine, throat, Groin, etc.) rather than actually attacking an opponent, or taking any opening available. He or she suffers a -6 attack penalty on the attack roll, but, if successful properly places his or her weapon at the proper place to threaten damage to said target. The attacking character may then hold the weapon there, delaying the attack as a special Initiative action, to discern what the target’s reaction may be. This attack may only be made against an opponent suffering from the Vulnerable Condition, and if the target either becomes no longer vulnerable before the attack is made, or the target makes a special Avoidance Reflex Saving Throw (Base Reflex Save Bonus + Dexterity Modifier + Misc. Modifiers + Base Defense Bonus if applicable), the attack is wasted. On any action taken by the target, the attacker may then perform the attack, inflicting 2 times Weapon Damage (as multiplied by a critical hit).
New Conditions .
Below are listed new conditions which are applied to the character of subject in the situations listed in the condition summaries or relevant rules section.
The Vulnerable condition is a special temporary condition, applied to the subject in many situations. The condition itself has no listed effects or penalties, but does allow certain actions or effects allowed against the subject during the duration of the condition. For example, a character may only be targeted with a Called Shot to Threaten Vital while under the effect of the Vulnerable Condition. The situations under which the character suffers from the Vulnerable condition are as follows:
Denied Defense Bonus to AC: In any condition, where the character is denied there Class Base Defense Bonus to AC, the Character is also Vulnerable. Under these circumstances, the character may be suffering from multiple conditions that cause the character to become Vulnerable. In these situations, the effect is redundant, and does not worsen matters.
Flat-Footed: When the character is Flat-Footed and denied his Dexterity bonus to AC, such as before initiative is rolled in a surprise round, or when the character is surprised by a feint in combat, the character suffers from the Vulnerable condition.
Helpless: When the character is Helpless for any reason, such as being pinned in a grapple, or restrained, he or she also suffers from the Vulnerable condition.
Knocked Prone: When a character is knocked prone, the brief moment of impact and shock causes the character to become vulnerable for a short period of time. In a round in which a character is Knocked Prone by a Trip attack, a Knockdown Attack, or a failed overrun attempt resulting in collision, the character suffers from the Vulnerable condition. On subsequent rounds (or when the character stands up) the Vulnerable condition is removed, even if the character remains prone. If the character remains prone, the shock of the fall has passed, and while still easier to hit with melee attacks, is not in fact Vulnerable as to a lack of ability to defend, merely a lack of full competence. The Vulnerable effect ends as soon as the character stands up from prone, even if such should happen as a quick or immediate action.
Paralyzed: When the character is Paralyzed for any reason, such as from a spell effect, special attack, or suffering from a disease or poison with such as a listed effect, he or she also suffers from the Vulnerable condition.
Stunned: When the character is Stunned, such as from a Stunning Attack, or when he or she fails a Fortitude save against an attack that exceeded his r her Shock Value (SV), the character suffers from the Vulnerable condition.
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