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Subdual Damage |
Called Shots |
Disarming |
Parrying
| Cover
| Two Weapons |
Unarmed Combat |
Grappling

Subdual Damage
Certain weapons, and pummeling, do subdual damage. This is non-lethal,
and tracked separately from regular "wounding" damage. If the PC's
current hit points drop below the number of subdual points they've
received, they are knocked unconscious.
PCs recover from subdual damage at an hourly rate of 1 subdual pt
for each level they have. (Multi-class PCs use their class with the
highest level.) Once their HPs outnumber their subdual damage points,
PCs regain their senses, but retain any excess subdual points. (So a
just-recovered prisoner may be pummeled into unconsciousness again quite
easily.)
Pummeling and
subdual weapons can be used to inflict regular wounding damage,
but the attacker has -4 to hit due to
the need to strike
vulnerable areas of their target. Regular weapons can do subdual damage
as well, but at the same -4 due to the need to pull the force of the
blow.
Called Shots
When you wish to make a Called Shot, you announce this before initiative
is rolled, and you receive a +1 initiative penalty and a –4
attack penalty. You can take Called Shots with melee, thrown, and
missile weapons, and even with weapon-like spells such as magic
missile. Called Shots can be used for a variety of purposes, like
disarming, striking a specific body part, or smashing something being
held.
Disarming
Disarming is a Called Shot (-4 attack) at the weapon your target is
currently using. (This may also be used to knock other small items from
the opponent’s grasp.) A disarmed weapon will land 1-6 feet away from
the disarmed individual. It may be recovered normally the next round,
but used with a +4 initiative penalty. (On a critical hit, you may
choose to catch the disarmed weapon yourself!)
Modifiers:
4
Attacking
with a shorter weapon than the opponent’s is an extra -2 to
the attack.
4
Attacking
with a longer weapon then the opponent’s is a +2 to the
attack.
4
Using a
one-handed weapon to disarm a two-handed weapon is -4
(cumulative with above).
4
Small
thrown (not missile) weapons incur a –2, due to light weight.
4
Thrown and
missile weapon disarms may only succeed against single-hand weapons.
Parrying
An armed character in melee may decide to concentrate on defending
himself rather than attacking. You must use a weapon you’re
proficient with to parry. This defensive fighting, or parrying,
improves AC by +2 for that round against all attacks. However,
during that round any attacks are
at -4.
Ambidextrous PCs or those skilled in Two Weapon Combat Style may parry
with two weapons; this increases the AC bonus to +3 but doesn't
alleviate the attack penalties.
Cover
Targets have
hard cover according to how much of their body is hidden behind
something that would stop a weapon. Cover adds to the target's armor
class. Soft cover, such as curtains or bushes, offer half the listed AC
bonus.
|
Target's body percentage behind cover: |
Target's AC
Bonus: |
| 25% |
+2 |
| 50% |
+4 |
| 75% |
+6 |
| 90% |
+10 |
Two Weapons
Fighting with a weapon in each hand incurs -6/-4 penalties to
attacks. If the weapons are both small, such as knives or daggers, the
penalties are only -4/-2.
Unarmed
Combat
This generic style of fighting encompasses punches, kicks, elbows, and
any other bodily weapons at a brawler's disposal. Unarmed damage is
3/2/1
subdual.
Grappling
Grappling or wrestling may be done empty-handed, or with
one small weapon such as a knife or dagger. Holding an opponent requires
an attack roll to begin grappling, then an opposed Str roll on that
round and on each round that the grapple continues. The winner of the
Str contest that round may do one of the following:
1. Pummel - Inflict normal unarmed [subdual] damage (or the
weapon's damage).
2. Pin – this holds the target immobile for one round. (-4 to victim's
AC that round.)
3. Escape – a held target may get free of the grapple.
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