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Targeting points of weakness

Courtesy of The Judges Mind

The human body can be a fragile thing, whith some parts being sensitive than others. This dissection table can explain why that is important. While many aliens, mutants and the like are not really human you can use this chart to map various weak points in bi-pedal lifeforms.

These weaknesses can be incorporated into your game for characters to use as elective targets. On a successful BULLSEYE FEAT roll or better you can opt to include the "Points of Weakness" chart. The judge should refer to the possible outcomes of the injury, and choose the one that best suits the story. This chart can also be used to give additional detail to fumbles (BLUE FEAT results) in which one team member accidentally injures another.

When a player character sustains a serious injury, the judge can roll a d20 to see where they get hit! Then take a look at what the effect is. The player may have to roll an Endurance FEAT.

If your character has sustained a permanent injury, the judge must decide by simple choice or by rolling a d20 where the injury is and what the effect is. Undoubtedly it will reduce your character's abilities.

Disection Table

Click on the image or see below

20 areas have been identified. By rolling either d20 or d100 (divided by 5) you can consult the following body map. The victim is required to make an Endurance FEAT against the intensity of the impact to avoid the effects listed here. Damage to some target areas may have additional effects.

Body Target Injury Map

  1. Cranium - Victim automatically looses initiative next round, and makes Endurance FEAT as though impact intensity was +3CS
    • Blue Endurance -1CS per round until medical attention received
      White Endurance -1 point per round until medical attention is received
      Green Stunned for 1-10 rounds
      Yellow Stunned for 1 round
      Red No Effect

  2. Eye - Victim makes an Endurance FEAT(edged attacks treated as though +2CS)
    • Blue Blinded and requires medical attention for sight to be restored.
      White Blinded 1-10 rounds
      Green Blinded 1 round
      Yellow Loose initiative next round
      Red No Effect

  3. Jaw - Victim makes an Endurance FEAT (blunt attacks treated as though impact intensity was +1CS)
    • Blue Grandslam, stunned for 1-10 rounds
      White Grandslam
      Green 1 area
      Yellow Stagger
      Red No Effect

  4. Neck - Victim makes an Endurance FEAT as though impact intensity was +2CS
    • Blue Major artery ruptured, Endurance -1CS per round until medical attention received
      White Major blood loss requiring treatment, loosing 1 point of Endurance per round until medical attention received
      Green Stagger, loose initiative next round
      Yellow No Effect
      Red No Effect

  5. Spine - Treat all attacks at though edged attacks and at +1CS.
    • Blue Paralysis until medical attention recieved
      White All FEATs -1CS until medical attention recieved
      Green Stagger, loose initiative next round
      Yellow No Effect
      Red No Effect

  6. Shoulder / Chest - Victim makes an Endurance FEAT
    • Blue Heart damage, check for kill
      White Victim's strength and Endurance -1CS for 1-10 rounds
      Green No Effect
      Yellow No Effect
      Red No Effect

  7. Shoulder Joint - Victim makes an Endurance FEAT
    • Blue Dislocation, arm useless until put back
      White Drop any items carried, strength -1CS for 1-10 rounds
      Green No Effect
      Yellow No Effect
      Red No Effect

  8. Abdomen - Victim makes an Endurance FEAT
    • Blue Major organ damage, loose 1 point of Endurance per round until medical treatment received
      White Endurance -2CS until medical treatment received
      Green Endurance -1CS until medical treatment received
      Yellow No Effect
      Red No Effect

  9. Ribs - Victim makes an Endurance FEAT
    • Blue Broken ribs cause internal bleeding loose 1 point of Endurance per round until medical treatment received
      White Broken ribs reduce Strength and Endurance by -2CS
      Green Bruised ribs reduce Strength and Endurance by -1CS
      Yellow Stagger
      Red No Effect

  10. Upper arm - Victim makes an Endurance FEAT
    • Blue Drop any items carried, Strength -1CS
      White Drop any items carried, Strength -1CS for 1-10 rounds
      Green No Effect
      Yellow No Effect
      Red No Effect

  11. Forearm - Victim makes an Endurance FEAT
    • Blue Drop any items carried, Agility -1CS
      White Drop any items carried, Agility -1CS for 1-10 rounds
      Green No Effect
      Yellow No Effect
      Red No Effect

  12. Wrist - Check Endurance FEAT as though impact intensity was +2CS:
    • Blue Wrist broken, drop any items carried, Agility -3CS
      White Wrist sprained, drop any items carried, Agility -2CS
      Green Drop any items carried, Agility -2CS for 1-10 rounds
      Yellow Drop any items carried, Agility -1CS for 1-10 rounds
      Red Drop any items carried

  13. Fingers - Check Endurance FEAT as though impact intensity was +3CS:
    • Blue finger broken, drop any items carried, agility -1CS
      White finger sprained, drop any items carried, agility -1CS for 1-10 rounds
      Green drop any items carried
      Yellow Drop any items carried, Agility -1CS for 1-10 rounds
      Red No Effect

  14. Thumb - Check Endurance FEAT as though intensity was +2CS:
    • Blue Thumb broken, drop any items carried, Agility and Fighting -2CS
      White Thumb dislocated, drop any items carried, Agility and Fighting -1CS
      Green Thumb bruised, drop any items carried, Agility and Fighting -1CS for 1-10 rounds
      Yellow Drop any items
      Red No Effect

  15. Hip - Victim makes an Endurance FEAT
    • Blue Dislocation, grandslam, unable to walk until relocated
      White Grandslam, unable to run for 1-10 rounds
      Green Grandslam
      Yellow 1 area
      Red Stagger

  16. Thigh - Victim makes an Endurance FEAT
    • Blue Muscle pulled Strength -1CS, grandslam, unable to run for 1-10 rounds
      White Grandslam, unable to run for 1-10 rounds
      Green Grandslam
      Yellow 1 area
      Red Stagger

  17. Knee - Check Endurance FEAT as though impact intensity was +2CS.
    • Blue Dislocation, unable to walk until relocated
      White Grandslam, unable to run for 1-10 rounds
      Green Grandslam
      Yellow 1 area
      Red Stagger

  18. Shin/Calf - victim makes an Endurance FEAT
    • Blue Grandslam, unable to run for 1-10 rounds
      White Grandslam, unable to run for 1 rounds
      Green Grandslam
      Yellow 1 area
      Red Stagger

  19. Ankle - Check Endurance FEAT as though impact intensity was +3CS:
    • Blue Tendon damage, agility -3CS and unable to run until medical attention received
      White Agility -3CS and unable to run for 1-10 rounds
      Green Agility -2CS and unable to run for 1-10 rounds
      Yellow Agility -1CS and unable to run for 1-10 rounds
      Red Unable to run for 1-10 rounds

  20. Foot - Victim makes an Endurance FEAT
    • Blue Grandslam, Agility -1CS and unable to run for 1-10 rounds
      White Grandslam, unable to run for 1-10 rounds
      Green Grandslam, unable to run for 1 round
      Yellow 1 area, unable to run for 1 round
      Red Stagger, unable to run for 1 round