Targeting points of weakness

Courtesy of The Judges Mind

The human body can be a fragile thing, whith some parts being sensitive than others. This dissection table can explain why that is important. While many aliens, mutants and the like are not really human you can use this chart to map various weak points in bi-pedal lifeforms.

These weaknesses can be incorporated into your game for characters to use as elective targets. On a successful BULLSEYE FEAT roll or better you can opt to include the "Points of Weakness" chart. The judge should refer to the possible outcomes of the injury, and choose the one that best suits the story. This chart can also be used to give additional detail to fumbles (BLUE FEAT results) in which one team member accidentally injures another.

When a player character sustains a serious injury, the judge can roll a d20 to see where they get hit! Then take a look at what the effect is. The player may have to roll an Endurance FEAT.

If your character has sustained a permanent injury, the judge must decide by simple choice or by rolling a d20 where the injury is and what the effect is. Undoubtedly it will reduce your character's abilities.

Dissection Table

Click on the image or see below

20 areas have been identified. By rolling either d20 or d100 (divided by 5) you can consult the following body map. The victim is required to make an Endurance FEAT against the intensity of the impact to avoid the effects listed here. Damage to some target areas may have additional effects.

Body Target Injury Map

  1. Cranium - Victim automatically looses initiative next round, and makes Endurance FEAT as though impact intensity was +3CS
    Blue Endurance -1CS per round until medical attention received
    White Endurance -1 point per round until medical attention is received
    Green Stunned for 1-10 rounds
    Yellow Stunned for 1 round
    Red No Effect
  2. Eye - Victim makes an Endurance FEAT(edged attacks treated as though +2CS)
    Blue Blinded and requires medical attention for sight to be restored.
    White Blinded 1-10 rounds
    Green Blinded 1 round
    Yellow Loose initiative next round
    Red No Effect
  3. Jaw - Victim makes an Endurance FEAT (blunt attacks treated as though impact intensity was +1CS)
    Blue Grandslam, stunned for 1-10 rounds
    White Grandslam
    Green 1 area
    Yellow Stagger
    Red No Effect
  4. Neck - Victim makes an Endurance FEAT as though impact intensity was +2CS
    Blue Major artery ruptured, Endurance -1CS per round until medical attention received
    White Major blood loss requiring treatment, loosing 1 point of Endurance per round until medical attention received
    Green Stagger, loose initiative next round
    Yellow No Effect
    Red No Effect
  5. Spine - Treat all attacks at though edged attacks and at +1CS.
    Blue Paralysis until medical attention recieved
    White All FEATs -1CS until medical attention recieved
    Green Stagger, loose initiative next round
    Yellow No Effect
    Red No Effect
  6. Shoulder/Chest - Victim makes an Endurance FEAT
    Blue Heart damage, check for kill
    White Victim's strength and Endurance -1CS for 1-10 rounds
    Green No Effect
    Yellow No Effect
    Red No Effect
  7. Shoulder Joint - Victim makes an Endurance FEAT
    Blue Dislocation, arm useless until put back
    White Drop any items carried, strength -1CS for 1-10 rounds
    Green No Effect
    Yellow No Effect
    Red No Effect
  8. Abdomen - Victim makes an Endurance FEAT
    Blue Major organ damage, loose 1 point of Endurance per round until medical treatment received
    White Endurance -2CS until medical treatment received
    Green Endurance -1CS until medical treatment received
    Yellow No Effect
    Red No Effect
  9. Ribs - Victim makes an Endurance FEAT
    Blue Broken ribs cause internal bleeding loose 1 point of Endurance per round until medical treatment received
    White Broken ribs reduce Strength and Endurance by -2CS
    Green Bruised ribs reduce Strength and Endurance by -1CS
    Yellow Stagger
    Red No Effect
  10. Upper arm - Victim makes an Endurance FEAT
    Blue Drop any items carried, Strength -1CS
    White Drop any items carried, Strength -1CS for 1-10 rounds
    Green No Effect
    Yellow No Effect
    Red No Effect
  11. Forearm - Victim makes an Endurance FEAT
    Blue Drop any items carried, Agility -1CS
    White Drop any items carried, Agility -1CS for 1-10 rounds
    Green No Effect
    Yellow No Effect
    Red No Effect
  12. Wrist - Check Endurance FEAT as though impact intensity was +2CS:
    Blue Wrist broken, drop any items carried, Agility -3CS
    White Wrist sprained, drop any items carried, Agility -2CS
    Green Drop any items carried, Agility -2CS for 1-10 rounds
    Yellow Drop any items carried, Agility -1CS for 1-10 rounds
    Red Drop any items carried
  13. Fingers - Check Endurance FEAT as though impact intensity was +3CS:
    Blue finger broken, drop any items carried, agility -1CS
    White finger sprained, drop any items carried, agility -1CS for 1-10 rounds
    Green drop any items carried
    Yellow Drop any items carried, Agility -1CS for 1-10 rounds
    Red No Effect
  14. Thumb - Check Endurance FEAT as though intensity was +2CS:
    Blue Thumb broken, drop any items carried, Agility and Fighting -2CS
    White Thumb dislocated, drop any items carried, Agility and Fighting -1CS
    Green Thumb bruised, drop any items carried, Agility and Fighting -1CS for 1-10 rounds
    Yellow Drop any items
    Red No Effect
  15. Hip - Victim makes an Endurance FEAT
    Blue Dislocation, grandslam, unable to walk until relocated
    White Grandslam, unable to run for 1-10 rounds
    Green Grandslam
    Yellow 1 area
    Red Stagger
  16. Thigh - Victim makes an Endurance FEAT
    Blue Muscle pulled Strength -1CS, grandslam, unable to run for 1-10 rounds
    White Grandslam, unable to run for 1-10 rounds
    Green Grandslam
    Yellow 1 area
    Red Stagger
  17. Knee - Check Endurance FEAT as though impact intensity was +2CS.
    Blue Dislocation, unable to walk until relocated
    White Grandslam, unable to run for 1-10 rounds
    Green Grandslam
    Yellow 1 area
    Red Stagger
  18. Shin/Calf - victim makes an Endurance FEAT
    Blue Grandslam, unable to run for 1-10 rounds
    White Grandslam, unable to run for 1 rounds
    Green Grandslam
    Yellow 1 area
    Red Stagger
  19. Ankle - Check Endurance FEAT as though impact intensity was +3CS:
    Blue Tendon damage, agility -3CS and unable to run until medical attention received
    White Agility -3CS and unable to run for 1-10 rounds
    Green Agility -2CS and unable to run for 1-10 rounds
    Yellow Agility -1CS and unable to run for 1-10 rounds
    Red Unable to run for 1-10 rounds
  20. Foot - Victim makes an Endurance FEAT
    Blue Grandslam, Agility -1CS and unable to run for 1-10 rounds
    White Grandslam, unable to run for 1-10 rounds
    Green Grandslam, unable to run for 1 round
    Yellow 1 area, unable to run for 1 round
    Red Stagger, unable to run for 1 round