The Disable Element

The second way is to buy a martial arts maneuver with the Disable element. Maneuvers of this sort are specifically intended to target limbs, and do not suffer to-hit penalties for the location targeted. They do, however, suffer the damage modifiers for the location targeted; see the section on Disable in Chapter One for more information.

A Disable-based attack makes it easy to Impair or Disable a limb, or even to break or destroy one. On the other hand, an attack with the Disable element usually can only be used for that one purpose, and may be too severe in some situations. Characters should consider Pulling their Punch or using fewer dice in situations where too much damage to a limb will have inappropriate or undramatic consequences.

How Much BODY Can A Limb Take?

Generally, each limb can be considered to take 1/ 3 of a character's starting BODY before breaking completely. Thus, it requires 3 BODY to break a normal person's arm; at the GM's discretion, 1-2 BODY might be enough to cause a minor fracture.

However, there is a corollary to this point: it is usually not possible to do more than 1/3 ofa character's BODY to him by attacking one of his limbs. If an attack causes 7 BODY to the arm of an opponent (which means that the amount of BODY rolled on the dice was 14!) with 10 BODY total, the opponent shouldn't take a full 10 BODY (unless the GM rules that an artery has been severed, or something similar

When a normal attack is used with the Hit Location rules, the GM may choose (at his option) to use the new Numbing Results table instead of the Impairing and Disabling tables in the HERO System rules. Also, if a player declares before his attack that he wants to use the Numbing Results table, then that table should be used.

To determine if the Numbing Results table actually takes effect, determine the BODY done by the attack. At this point, you can follow the usual rules for finding out what part of the body is hit and how much BODY and STUN the target takes and apply that as you normally would. For purposes of Numbing Results, however, we ignore this calculation. Instead, take the BODY total from the dice, subtract the target's total PD and then double the remainder. If this is more than / the target's BODY total, then consult the Numbing Results table.

Numbing Results Table Area Effect Of Numbing Attack

Head Target is conscious but unable to act and is / DCV. Hands, Arms, Target loses use of the

Shoulders limb from that point down; any thing in their grasp is dropped. Chest, Target loses ability to

Stomach Recover, and is -2 OCV and -2

DCV.

Vitals Target is conscious but nearly paralyzed; / Movement, / OCV and / DCV. Thighs Target loses use of the limb

Legs, Feet from Legs, Feet that point down; -

2 DCV and / movement.

has happened). Instead, he should just take the 3 BODY necessary to break the arm, and the arm should be Disabled for a longer period than it would be if the arm took just 3 BODY. The GM should use common sense when adjudicating the effects of an attack with the Disable element or any other form of disabling attack.

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Martial Arts An Introduction

Martial Arts An Introduction

Anytime an individual decides to learn how to protect themselves, learn self defense, or become a better person, one thing comes to mind - Martial Arts. Martial Arts are now being practiced all over the world.

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