Tri-Stat dX Called Shots rules revision By Zegon Destructacon, special thanks to NinjaDebugger 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. 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. Called shots can definitely be placed in 'moderate', 'hard', and 'imposable' categories. Moderate penalties are listed below. Hard penalties are double this, and imposable penalties are four times this. Likewise, hard and imposable penalties are increased proportionally to the defendant if they are hit. 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. An attack must also do at least 1/20th the target's max hit points to take effect and impose any penalties. This does mean you need to deal 10 damage in order to make a called-shot against someone with 200 hit points worthwhile. I'm sure you can deal. 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. Penalties AND damage get multiplied when you go for a harder shot. When it comes to rounding, round down for penalties. These rules assume that called shots should be very difficult to pull off, and the consequences severe. Combat isn't so nice, people. In a less gritty game, these can be made less severe by simply eliminating the death or dismemberment penalty if they crit-fail or fail by too much. The minimum penalty of any called-shot is +1. Head Penalty - +2X Effect - 2 times damage; +X body roll or fall unconscious; fail by more than X or critfail and die Shoulder Penalty - +X/2 Effect - +X/2 body roll or +X/3 penalty to lifting and mobility with arms; 1/2 damage Hand Penalty - +3X/2 Effect - +X body roll or +X/2 penalty to use hands and disarm; fail by more than X or critfail and target loses hand; 1/2 damage Groin Penalty - +2X Effect - +X soul roll or fall unconscious; normal damage Leg Penalty - +X/2 Effect - +X/2 body roll or +X/3 penalty for utilizing legs; 1/2 damage Ankle Penalty - +X Effect - +X/2 body roll or +X/2 penalty to movement and cannot run; 1/2 damage Eye Penalty - +3X Effect - normal damage; blinded Heart Penalty - +3X Effect - 3 times damage; +X body/soul roll or fall unconscious; fail by more than X or critfail and die