Tri-Stat dX Easy Called Shots rules revision By Zegon Destructacon This is a revision for the standard Called Shot rules available in the Tri-Stat dX book. Under this system, it is assumed that Accurate cannot be bought for any more than X/2 levels, where X is the dice size. Some more epic characters may have it at up to X levels. These different Called Shots rules are to accomidate those who desire a much more cinematic and freeform form of combat, where someone with little or no levels in accuracy can still manage to pull off called shots with some form of reliability, and those with high levels in it can do it at very little or no penalty. To make a called shot, you declare a called shot and a target part of the opponent's anatomy. If it hits, the effect stated takes place. Unlike the called shots rules presented earlier, you cannot raise an area for a more powerful effect. Characters should list their most common attempted called shots on their sheet, and label their effects/penalties as well, to make reference easier for both the GM and themselves. If a character misses their attempted shot (which must be declared on attacking), they miss. Period. If they overachieve their called shot, they do not get a greater effect unless they scored a critical hit, in which case they still don't get any other bonus other than the opponent being denied a defense roll, and they automatically hit for double to 4 times damage (remember that the doubling of a doubling is a tripling). These rules assume you are aiming at a humanoid of relative size compared to you. Until the new awkward size and smaller size rules are drawn up, this means smaller opponents impose a +1 penalty to-hit for every size smaller they are compared to the attacker. With larger opponents, they give a -1 bonus to-hit for every size category they are larger than the attacker. An attack must penetrate any armor and force fields the defender has to take effect. If an attack's damage is doubled, tripled, or whatnot, this value is increased before armor, force fields, and other defenses come into play. Under normal circumstances, a penalty to utilizing legs and ankles imposes their penalties on defense rolls, and penalties to hand and shoulders are imposed on attack rolls. Use common sense, however. Penalties on hand rolls won't affect telekinetic attacks, nor will penalties on leg movement effect a character who uses teleportation to dodge attacks. Penalties (including blindness and falling unconscious) last for the number of rounds you failed the roll by. Again, these rules should NOT be used in conjunction with the Called Shots rules presented on the dX site or in the book. The minimum penalty of any called shot is +1. Head Penalty - +X (Minimum +2 after accuracy) Effect - 1.5 times damage Shoulder Penalty - +X/2 Effect - body roll or +X/3 penalty to lifting and mobility with arms; 1/2 damage Hand Penalty - +X/2 Effect - body roll or +X/2 penalty to use hands and disarm; 1/2 damage Groin Penalty - +X Effect - +soul roll or fall unconscious; normal damage Leg Penalty - +X/2 Effect - body roll or +X/3 penalty for utilizing legs; 1/2 damage Ankle Penalty - +3X/4 Effect - body roll or +X/2 penalty to movement and cannot run; 1/2 damage Eye Penalty - +X (Minimum +4 after accuracy) Effect - normal damage; blinded