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.
- 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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