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Called Shot system General rules:

    • -1 easy, -3 tricky, -5 challenging for each attack. 
    • Time of debuff is 1d4 rounds unless otherwise stated.
    • These debuffs do not stack with themselves but stack with other called shot effects.
    • Ability damage can be recovered on a short rest by using a hit dice to heal any damage.
    • If critical occurs, time of debuff is 1d4 minutes instead of 1d4 rounds.
    • If a critical occurs, both the Called Shot and Critical effect occur unless otherwise stated.

 

  • Head (-3 Tricky):

 

      • Called Shot:
        • A called shot to the head disorients the target and makes it difficult to concentrate. The target's Save DCs decrease by -2 for 1d4 rounds. Any Concentration checks made due to this attack are made at disadvantage.
      • Critical Shot:
        • The target has a 20% chance to fail activating a special ability/spell.

 

  • Sensory Organs (-5 Challenging):

 

      • Called Shot:
        • Any action done with the sense is at disadvantage (example Perception/Investigations checks).
      • Critical Shot:
        • The sense is disabled for 1d4 minutes and is treated as Blinded or Deafened with that particular sense, whichever is more appropriate.

 

  • Tenketsu/Pressure points (-5 Challenging):

 

      • Called Shot:
        • The called shot does +10 "pure" damage. Additionally, each time the target is hit by an attack it does an extra 1 damage as the internal bleeding is intensified.
      • Critical Shot:
        • You are able to pull Ki from your target, gaining 2 ki points.

 

  • Vitals (-3 Challenging):

 

      • Called Shot:
        • The target takes a -2 penalty to its saving throws.
      • Critical Shot:
        • The penalty is changed to -4. The called shot debuff does not stack with this.

 

  • Chest/Center mass (-1 Easy):

 

      • Called Shot:
        • The target gains one level of exhaustion.
      • Critical Shot:
        • The target gains 1d3 + 1 levels of exhaustion. 

 

  • Manipulating limbs/arms (-1 Easy):

 

      • Called Shot:
        • For 1d4 rounds, any attack rolls, damage rolls, or ability checks, made using the wounded limb take a –2 penalty,
      • Critical Shot.
        • A critical hit to the arm deals 1d4 points of Dexterity damage and 1d4 points of Strength damage. A successful Constitution saving throw halves the ability damage (minimum 1 point to each attribute). In addition, the target drops anything it is holding in that hand. Items held in two hands aren’t dropped, but the target still loses its grip with the injured hand.

 

  • Extremity/Hands/Tail/Claw (-3 Tricky):

 

      • Called Shot:
        • Damage rolls do not gain any benefit from Strength or Dexterity scores for 1d4 rounds. 
      • Critical Shot:
        • Any attacks made with the extremity are made at disadvantage.

 

  • Mobilizing limbs (-1 Easy):

 

    • Called Shot:
      • A called shot to a leg halves the target creature’s speed for 1d4 rounds if it has two or fewer legs, and by 10 feet if it has more than two legs. The creature’s speed cannot be reduced below 5 feet per round. Additionally, any skill or ability checks involving movement (such as Acrobatics or Athletics checks) suffer -2.
    • Critical Shot:
      • The target's speed becomes zero. Any action that requires movement is prohibited, such as making Athletic/Acrobatic checks.

 

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