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House Rules.

Posted by PrometheusFor group 0
Prometheus
GM, 484 posts
Sat 21 Aug 2010
at 15:34
  • msg #1

House Rules

Now in effect are several new rules
This message was last edited by the GM at 15:34, Sat 21 Aug 2010.
Prometheus
GM, 485 posts
Sat 21 Aug 2010
at 15:35
  • msg #2

Re: House Rules

Attacking and disabling limbs

While usually the objective of an attack I to inflict sufficient damage to a target to knock them out or kill them. Occasionally a combatant will choose to disable a limb, or is restricted in his choice of target by heavy armor cover, or natural defenses. Doing so in combat is demanding. It requires careful aim, and an expert shot.  It also tends to leave the attacker more vulnerable to attack and slows down his reaction times due to his need to concentrate on his target.

To target a limb the attacker must make a called shot -4 (with an additional modifier for teh target limbs size)

Head                                               two size categories smaller than creature
Arm or leg                                      one size category smaller than creature
Torso                                              same size category
Vitals( groin, throat, face, hand)     three size categories  smaller than target.

For medium creatures
Head           tiny            -2 to attack
Arm/leg      Small         -1 to attack
Torso          medium      -0 to attack
Vitals          diminutive  -4 to attack

The attack imposes a -1 Ac penalty, as well as a -4 penalty to initiative.

Disabling a specific limb is easier than disabling a creature, so limbs have hit points and health points separate from the creature.

Head                                               20% total hit points/health
Arm or leg                                      40% total hit points/health
Torso                                              60% total Hit points/ health
 groin, throat, face, hand                10% total hit points/health

When reduced to 0 health a limb is disabled, when reduced to  zero hit points a limb is broken if reduced to -10 hit points the limb is crippled. If reduced to a negative number equal to it’s hit points the limb is destroyed.

Effects of disabling/breaking/crippling

Head: Disabled Fort save DC 15 or unconscious. -6 attacks, -4 int, wis, charisma.
          Crippled For save DC 12 or dying, if succeeds character is unconscious until healed by surgery.
          Destroyed Dead, dead, very dead. Can not be resuscitated

Arm/ hand: (successful attack requires target to save reflex Dc 14 or drop held items)
Disabled :    -4 to strength dex with that limb, -4 to attacks and -10 to skills with that arm/hand
Crippled:     No attacks skills with that limb, any use of limb causes 1Hit point damage, requires surgery
Destroyed:   Limb must be replaced with prosthetic or cybernetic

Leg Foot:
Disabled:  Move halved, no run -4 to reflex saves ( both disabled ¼ move walk only)
Crippled: Move reduced o ¼  -6 to ref saves Doth crippled (crawl only) requires surgery
Destroyed: As crippled but limb must be replaced with prosthetic or cybernetic

Eye
disabled: -1 to attacks -2 o skills requiring vision if both disabled Blind
Crippled same as disabled requires surgery to repair.
Destroyed: same as disabled but eyes must be replaced with cybernetic to correct.

Face:
Disabled: same as blind, can not speak clearly, difficult eating save vs. Knockout DC damage taken
Crippled: same as blind, can not speak, must be fed intravenously, fort save DC (damage taken, failure indicates 1pt cha damage)vs. Knockout DC damage taken

Destroyed same as crippled but requires reconstructive surgery and replacement of  1d3 -1 eye(s)

Throat/neck
Disabled: can not speak difficulty breathing exhausted.
Crippled: can not breath on own, or speak. fort save 14 or paralyzed requires surgery.
Destroyed: paralyzed, dying. Fort save DC 16 or paralyzed permanently, requires 1d4 surgeries.

Torso:
Disabled: fatigued, no run
Crippled exhausted, walk only ½ move, -4 fort saves, requires 1d4 surgeries
Destroyed: Fort save Dc (damage taken) or dying, requires replacement of 1d4 organs.  Fort save DC 14 or lose 1pt con.

Groin
Disabled 1/2 move. no run, exhausted (male fort save dc 12 or temporarily sterile)
Crippled: crawl only no run, disabled, save DC 14 or sterile, requires surgery
Destroyed: immobile, sterile, requires surgery.
 ( males witnessing repeated groin shots to be offensive and uncivilized, and mildly disturbing, O'maeda witnessing repeated groin shots against non O'maeda men may be mildly amused)
This message was last edited by the GM at 15:37, Sat 21 Aug 2010.
Prometheus
GM, 486 posts
Sat 21 Aug 2010
at 15:38
  • msg #3

Bypassing Armor

Bypassing armor:
  To bypass Partial armor the attacker must
1) make a successful spot check to locate a weak spot in the armor. This is modified by range and has a DC of 10+ (equipment AC bonus granted by armor, I attacking a creature with a natural AC onus then the creatures Natural AC modifier is used.), obvious openings like no helmet, arm guards etc.. may not require a spot check, at the GMs discretion.
2) called shot to target. (see attacking Limbs and body parts for details on this) this attack is a full round action and decreases his initiative by -4
3) if the target is aware of someone targeting an exposed area he can force an opposed Reflex save to twist urn or duck throwing of the attackers aim. If he is successful he hot is spoiled and resolved as a normal attack. If he exceeds the attackers save by +5 pts the shot automatically misses. If he rolls a critical failure he has seriously blundered creating a critical hit opportunity for the attacker

If the above steps are folllowed and the attack is successful the attack strikes a  soft spot in the armor. The attack is modified by ½ the normal DR or the DR of the targeted body location whichever is lower.

Note attacking a vehicle, robot or Mecha with partial armor is also possible, the check to locate the weak point in the armor has a DC equal to 10 plus any defense or AC bonus the vehicle, robot, or Mecha grants.
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