A called shot is a type of attack action, in which the attacker chooses ("calls") a specific location on the target to aim for. Calling shots makes your attack less likely to connect, but causes more specific injuries to the target if it does.
When a combatant attacks, they may call a specific location to attack on a target within range. A called shot takes one frame longer to complete than an attack normally would with the weapon used. In addition, the attacker suffers a penalty on the attack check according to the table below.
Called shots can be telegraphed. If the target sees you about to attack them, they can tell where you're aiming for. This may have an impact on their response.
Location | Penalty |
---|---|
Arm | -2 |
Leg | -2 |
Head / Face | -3 |
Hand | -5 |
Heart | -5 |
Eye | -6 |
Neck | -10 |
If the attack hits, the target suffers penalties in addition to the normal damage taken from the attack. Some called shots inflict more severe effects on critical hits.
On Hit: The target must make an Endurance save against the outcome of the attack check. On a failed save, they drop the item held in that hand. In addition, they suffer disadvantage on Strength checks for 1d4 rounds.
On Critical Hit: The target drops the item held in that hand, and for every 6 points of damage dealt, the target takes 1 Strength damage.
On Hit: The target's speed is halved for 1d4 rounds, and they must make an Endurance save against the outcome of the attack check. On a failed save, they fall prone.
On Critical Hit: The target falls prone, and for every 6 points of damage dealt, the target takes 1 Strength damage.
On Hit: For every 10 points of Piercing or Slashing damage dealt, the target receives Bleeding 1.
On Hit: The target is staggered for 1d2 frames.
On Critical Hit: The target is stunned. For every 6 points of damage dealt, the target takes 1 Intelligence damage.
On Hit: For every 6 points of damage dealt, the target takes 1 Dexterity damage.
On Critical Hit: For every 6 points of damage dealt, the target takes 1 Dexterity damage. The target drops any item held in that hand and can't use that hand until they receive first aid.
On Critical Hit: If your attack inflicts Piercing damage, a critical hit to the heart inflicts Bleeding 5. Otherwise, this called shot has no additional effects.
On Hit: The target makes an Endurance save against the outcome of the attack check. On a failed save, the target suffers disadvantage on attack checks and Perception involving sight for 1d4 rounds.
On Critical Hit: The eye is badly damaged and target becomes blinded in that eye, either permanently or until they receive medical attention.
A called shot to the neck takes extra time to aim. When you attempt this attack, the target gains an opportunity frame.
On Hit: If your attack is a two-handed power attack, your swing beheads the target causing instant death. Otherwise, for every 10 points of damage dealt, the target suffers Bleeding 1 up to the maximum of 5, and if the hit deals 30 or more damage, the target is paralyzed until they receive medical attention.