Vitals Strike

Jujitsudave

Mongoose
Ever want to nail someone in the junk? Smash kneecaps? Punch throats? Pop a fool in the breadbasket? Now you can! This is a critical only CM that affects any other CM performed this action as well as injury penalties. The victim is unable to roll any type of resistance to the CM or injury, automatically failing any dice rolls against it short of a critical success.
 
Erm, rolling a critical success already means your opponent has to roll a critical to get anything from it?

So if I rolled a critical and tried to trip + disarm my opponent. He would have to both crit an athletics roll or be tripped and crit a combat style roll or lose his weapon. Suffice to say, his next 2-4 combat actions will be spend on just being a threat again.

This could be useful with Impale or Bleed though. Since the later resilience rolls to bleed would have to be criticals, and the first aid check to remove an impaled weapon without suffering additional damage would have to be a critical success. In these cases I think it's a little too good.
 
Erm, rolling a critical success already means your opponent has to roll a critical to get anything from it?
Yes. The opponent would need to roll a critical on athletics, resiliance, etc for that attack to pass.

So if I rolled a critical and tried to trip + disarm my opponent.
That would be 2 CMs. You already would need to spend one to do a vitals strike.

As far as bleed goes, I should probably further emphasize that he would auto-fail his resistance check to determine whether or not he is bleeding. not if he incurs greater penalties as time goes on.
 
Jujitsudave said:
Erm, rolling a critical success already means your opponent has to roll a critical to get anything from it?
Yes. The opponent would need to roll a critical on athletics, resiliance, etc for that attack to pass.

So if I rolled a critical and tried to trip + disarm my opponent.
That would be 2 CMs. You already would need to spend one to do a vitals strike.

As far as bleed goes, I should probably further emphasize that he would auto-fail his resistance check to determine whether or not he is bleeding. not if he incurs greater penalties as time goes on.

But a regular opposed test from a critical already works like this? If I roll a critical and choose disarm, what do I get from choosing vitals strike? If I don't choose vitals strike he still needs to crit to oppose my roll.
 
And that is why I put this on the forum, to uncover the fallacies that I don't see. How boneheaded! Your explanation makes a lot of sense because most any success would have to be a crit in this situation. I'm almost embarassed to have posted this in the first place?

What would be some possible CM definitions of a vitals strike?
 
Jujitsudave said:
And that is why I put this on the forum, to uncover the fallacies that I don't see. How boneheaded! Your explanation makes a lot of sense because most any success would have to be a crit in this situation. I'm almost embarassed to have posted this in the first place?

What would be some possible CM definitions of a vitals strike?

How about it working much similar to a blind opponent? But opposed by resilience instead of evade? If I kicked my opponent in the groin, I'd imagine he'd be out for a few CA before being able to fight again.

On the other hand, that doesn't cover cutting throats and such very well, but combined it with maximise damage or bypass armour and it just might.
 
Hitting vital spots is already present, just hidden within the system. When you do maximise damage combined with bypass armour, it is most likely that you've already hit one of those locations.

I have a hard time finding a way of doing this, fitting the mechanics of the system.

- Dan
 
When it ain't broke, don't fix it! I see what you mean. I'm more thinking of new CMs to add, there isn't that much I feel has to change, necessarily. It's why I love this system.
 
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