TooB Combat

Page history last edited by Michael 9 mos ago

This campaign uses a combination of the Call of Cthulhu "Dark Ages" and the Runequest 2nd Edition rules for hit locations, hit points per location, effects of wounds, etc.

 

Humanoid Hit Location Table

1d20 Specific Area Description

01 - 06

07 - 09

10 - 12

13 - 15

16 - 18

19 - 21

each +3

01 - 04 Right leg Right leg from hip joint to foot.

2

3

4

5

6

7

+1

05 - 08 Left leg Left leg from hip joint to foot.

2

3

4

5

6

7

+1

09 - 11 Abdomen Hip joint to just under the floating ribs.

2

3

4

5

6

7

+1

12 Chest Floating ribs to neck and shoulders.

3

4

5

6

7

8

+1

13 - 15 Right arm Entire right arm.

1

2

3

4

5

6

+1

16 - 18 Left arm Entire left arm.

1

2

3

4

5

6

+1

19 - 20 Head Neck and head.

2

3

4

5

6

7

+1

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Notes on Damage Results

 

Points Equalled or Exceeded in Any One Location

 

LEG -- the limb is useless and the character must fall, not doing anything else that round. He or she may fight from the ground during following rounds.

 

ABDOMEN -- both legs are useless and the character must fall, not doing anything else that round. If unhealed within 2 full turns (24 seconds), he or she will become unconscious from shock and blood loss. While still conscious, the character may heal themself, but will be unable to do anything else consequential. Once unconscious, death from blood loss and shock follows fairly rapidly unless modern methods of First Aid are employed.

 

CHEST -- the character falls and may not do anything consequential, including first aid on themself. If unhealed within 2 full turns (24 seconds), he or she will become unconscious from shock and blood loss. Once unconscious, death from blood loss and shock follows fairly rapidly unless modern methods of First Aid are employed.

 

ARM -- the limb is useless and anything not attached to the arm is dropped. The character continues to stand and act with whatever limbs are left.

 

HEAD -- the character is unconscious. If not healed within 2 full turns (24 seconds), he or she will soon die from shock or blood loss unless modern methods of First Aid are employed.

 

Limb Location Receives More Than Twice the Points Available

 

A character cannot take more than twice the possible points of damage in an arm or leg from a single blow. However, a character so damaged from a single blow is functionally incapacitated; he or she may only take inconsequential actions (including the use of the First Aid skill on themselves).

 

Location Receives 6 More Points Than Available

 

A limb hit for 6 points more than it can take in a single blow is severed or maimed. A head, chest or abdomen hit for 6 points more than available results in instant death.

 

Healing Locations

 

Characters normally recover lost hit points in a month or less. Locations that have taken all their available points, or more, will heal more slowly (if at all).

 

Total Hit Points

 

Characters with two or one hit points are unconscious. Characters with zero or less hit points are dying; the lower the total, the faster they will die.

 

Stunned

 

Falls, knock-out attacks, Special attack results, or other injuries may incidentally stun a character for 1d6 combat rounds. Stunned characters may parry and dodge, but not otherwise perform consequential acts (because of disorientation). A successful First Aid roll immediately ends the Stun condition.

 

Knock-out Attacks

 

Fists and kicks normally perform knock-out attacks; Crushing weapons may (if intention is stated) be used to perform knock-out attacks. A fist or kick attack made within the Martial Art skill; and fist or kick attacks against unconscious, restrained, grappled, or otherwise unresisting targets, may be declared as "knock-out" or "lethal" at the attacker's whim.

 

Precise Attacks

 

Attacking a specific location, or ignoring a single item of worn armor, or attacking a carried item (such as weapons or shields) or disarming opponents are all precise attacks -- your attack skill is halved, or reduced by 40%, whichever gives the higher chance. For disarming, after the successful Precise Attack roll, the combatants make an opposed skill test using (weapon skill % / 20) + rolled Damage Bonus; if either combatant is using a two-handed weapons, they get a 20% bonus to the test.

 

Fumbles and Criticals

 

Feel free to use the tables in various editions of RQ, or the Gun Fumble chart instead.

 

Encumbrance

 

More to come ...

 

 

 

 

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