Prometheus’
Locational System V 1.0
The
only major problem that I have with the abstract combat system of Shadowrun is
that it doesn’t include many provisions for locational damage. While this does promote fast game play,
I find that it dampens the tension that a player should feel after his
character is shot, punched, knifed etc.
Imagine how much more your players would dread taking damage if they
knew that every hit they take has the chance of causing them serious additional
penalties! Unfortunately, most
such systems are very complex and can slow down play considerably. In an attempt to preserve what is good
about locational systems while maintain Shadowrun’s admirable flow of play, I
have created a system that I believe provides a good balance. Indeed the system is so simple
that it only requires two simple steps.
After
a player takes physical damage roll on the following table to determine where
the damage is centered. Note that
the system does not yet encompass stun damage. Also, a GM must use some discretion about whether or not
physical damage can be considered locational. For example, it would make little sense for a player to roll
on the table after taking damage from poison. In some cases a GM may wish to summarily determine the
location of damage. This should be
used to prevent things like monofilament trip cables from causing head
damage.
|
Random Hit Location Table |
|
Head Hit Location Table |
Roll
(2d6) |
Hit
Location |
Roll
(1d6) |
Hit
Location |
2 |
Head* |
1 |
Head |
3 |
Arm** |
2 |
Eyes
(Roll 1d6. Even=Right Odd=Left) |
4 |
Leg** |
3 |
Ears
(Roll 1d6. Even=Right Odd=Left) |
5 |
Torso |
4 |
Head |
6 |
Torso |
5 |
Nose |
7 |
Torso |
6 |
Head |
8 |
Head* |
|
Limb Hit Location Table |
9 |
Leg** |
Roll
(1d6) |
Hit
Location |
10 |
Arm** |
1,3,5 |
Right
Arm or Leg |
11 |
Torso |
2,4,6 |
Left
Arm or Leg |
12 |
Head |
|
|
|
*
Roll on Head Hit Location Table **Roll on Limb Hit
Location Table |
|
|
Example: While
on his way to a meeting, Fast Freddy is jumped by a group of gangers. One of them hits him with a pistol
shot. Freddy’s player rolls 2d6 to
determine location and has the misfortune of getting a 2. Ouch, head damage! Noticing that the table refers him to
the Head
Hit Location Table he rolls 1d6 and gets a 1. It looks like Freddy took a shot to the straight to the head
itself not one of its components.
Now, if Freddy had been hit by say a poison dart instead of a bullet,
the GM might determine that the dart caused no damage and that the poison was
non-locational.
Step 2: Hit
Location Effects
Since you know where the blow fell, it is time to determine what extra
effects it caused. First determine
staged damage as normal and apply it to the character. Note that all effects listed here are
in addition to those from regular damage. Now refer to the appropriate table to
discover the additional affect.
Unless otherwise noted, the effects are downgraded when the character
heals past their threshold.
General Effects
Table:
Head |
|
Moderate |
+1
to all target #. |
Serious |
+2
to all target #. |
Deadly |
Character
is knocked out or instantly killed. (At GM's discretion) |
Arm |
|
Moderate |
+2
to any actions requiring damaged arm. Roll 1d6. On a 1 or 2 anything
held in the hand is dropped. |
Serious |
+4
to any actions requiring damaged arm. Roll 1d6. On a 1,2,3, or 4
anything held in the hand is dropped. |
Deadly |
Arm
is effectively disabled and may be destroyed at GM's discretion.
Anything held in the hand is automatically dropped. |
Leg |
|
Moderate |
-2
to walking and running speed. |
Serious |
-4
to walking and running speed. +3 to knockdown target #. |
Deadly |
Leg
is effectively disabled and character falls prone. |
Torso |
|
Moderate |
No
extra effect |
Serious |
No
extra effect |
Deadly |
No
extra effect |
Head Specific
Effects Table:
Ear |
|
Moderate |
+2
to all perception tests involving hearing for 1d6 turns |
Serious |
+2
to all perception tests involving hearing for |
Deadly |
Character
is temporarily or permanently deaf. (At GM's discretion) |
Eyes |
|
Moderate |
+2
to all perception tests involving sight for 1d6 turns. +1 to all tests
for 3 turns. |
Serious |
+2
to all perception tests involving sight. +2 to all tests. |
Deadly |
Character
is temporarily or permanently blind. (At GM's discretion) Also, character
takes a Head hit of 7M. Use only body and karma to resist. |
Nose |
|
Moderate |
No
extra effect |
Serious |
+1
to all tests |
Deadly |
-1
CHA until plastic surgery is performed. |
Example: Well
our good friend Freddy has been hit in the head by a pistol blast. Now the pistol’s damage code was staged
up to Serious and Freddy was unable to stage it down. The GM looks at the head table and finds that a serious head
wound causes an additional +2 to all target numbers. In other words, when combined with the +3 modifier from a
regular serious wound, Freddy has a +5 to all target numbers. He is definitely in trouble! Luckily some chummers pull him out of
trouble. Later on, with the help
of a friendly street doc, Freddy heals back down to a Moderate wound thus
reducing his extra modifier to+1.
When he eventually drops to a Light, there will be no remaining extra
modifier from the head hit.
Additional
Considerations
Pretty
simple, eh? Well unfortunately
there are still a few things that must be considered for the system to be fully
functional. All of these, however,
are not especially essential to the system and thus can be looked upon as
optional rules.
Aimed Shots
With the addition of hit locations to the rule system aiming at specific parts
of the body becomes too important of a consideration to be solved through an
abstract 'called shot'. To deal
with this when a player makes a called shot or more accurately an aimed shot,
apply the following modifiers to his target number:
Torso
|
+1 |
Head |
+3 |
Leg |
+2 |
Eye/Nose |
+4 |
Arm |
+2 |
Ear |
+4 |
If the player
manages to get two or more successes against the modified target number he or she
had successfully hit the requested area.
If he or she only gets one success, however, roll on the Random Hit
Location Table. The GM may declare
that some weapons may not be aimed at some locations. Some GM’s may wish to only use this system for aimed shots.
Armor
Considerations
Since
location plays such a large part in this system, it begs the question how does
this relate to armor that likely does not cover a runner’s entire body. To deal with this I recommend you make
a small chart like this to keep track of coverage at each location. Coverage is easy to determine with a
little common sense. For example,
a vest only covers the torso but an armored shirt covers the torso and the arms
etc.
Location |
Ballistic |
Impact |
Head |
|
|
Torso |
|
|
Arm |
|
|
Leg |
|
|
Lethality
Balancing
Some
of you may have noticed that under this system locational damage (gun wounds
etc) are more detrimental than non-locational damage (poison, falling damage
etc.). If you want to maintain a balance
between the two I suggest adding a small modifier to the power of
non-locational damage or taking a little away from locational damage. This value will vary with your group’s
style but around +/- 2 would probably provide a sufficient balancing effect. To many, however, this imbalance is
slight enough that it shouldn’t cause significant game play problems.
Conclusion
I
hope that this optional system is of use to you and your group. Right now the rules are fairly rough
and have yet to be exposed to rigorous play testing. If you have any suggestions send an e-mail to me at relic1@hotmail.com.