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Body Part Points<br />

A character’s Body Part Points (BPP) are a<br />

measure of how much damage a character’s body<br />

part can sustain. BPP are determined by multiplying<br />

LP by 3, and then consulting Body Part Proportions<br />

in Chapter 2: Body. Multiply LP by the Proportion<br />

number (such as .01 for left foot) to determine<br />

the number of BPP for that specific body part.<br />

Truncate all results, but an unharmed body part may<br />

never have less than 1 BPP. Record the BPP next to<br />

the body part image on the character sheet. All 17<br />

body parts have separate BPP, except for the head<br />

and face, which share BPP.<br />

When a foe is attacked successfully, a number<br />

of BPP equal to the damage done are subtracted<br />

from the appropriate body part. When BPP reaches<br />

0, the body part is forever useless. Regardless of<br />

the number of LP remaining, a foe dies when their<br />

head/face or upper or lower torso reach 0 BPP. If<br />

a single hacking attack exceeds the body part’s potential<br />

BPP, then the body part is dismembered. If<br />

a single pounding attack exceeds the body part’s<br />

potential BPP, then the major bone within the body<br />

part is shattered. If a single stabbing attack exceeds<br />

the body part’s potential BPP, then the body part is<br />

fully impaled and the weapon emerges from the<br />

other side, if the weapon is long enough. A foe<br />

cannot lose more LP or BPP from a limb than the<br />

limb has, except with continual bleeding. Extra damage<br />

is lost. If a part of a limb is reduced to 0 BPP,<br />

then all other parts of the limb that are farther away<br />

from the character are also useless. For example, if<br />

a character’s upper arm reaches 0 BPP, then the corresponding<br />

lower arm and hand are also useless.<br />

Continual bleeding is an optional rule. For<br />

each successful attack that damages a foe, divide the<br />

damage done by the potential BPP, and multiply this<br />

result by 100. This is the percentile chance that the<br />

foe suffers continual bleeding. Continual bleeding<br />

may be stopped at anytime by successful bandaging.<br />

Every 1d10 minutes that continual bleeding occurs,<br />

LP are lowered due to loss of blood. To determine<br />

the number of LP lost, multiply the Body Part Proportion<br />

(see Chap. 2: Body) by 100.<br />

A character is penalized if a limb, or part of<br />

a limb, has been reduced to 0 BPP or dismembered.<br />

Consult the following table:<br />

Useless/Missing Body Part Penalties<br />

Bodily<br />

Hand-<br />

Body Part<br />

Attract.<br />

Strength Eye Agility<br />

Coord.<br />

H and<br />

- 5%<br />

- 10% * - 90% * -<br />

L ower Arm - 30%<br />

- 30% * - 90% * - 10% *<br />

U pper Arm - 50%<br />

- 60% * - 90% * - 30% *<br />

F oot<br />

- 10%<br />

- 10% * - - 90%<br />

L ower Leg - 40%<br />

- 30% * - - 90%<br />

U pper Leg - 60%<br />

- 60% * - - 90%<br />

* This penalty applies only to relevant skill<br />

checks.<br />

Movement is also penalized due to a foot or<br />

leg that is useless or missing. A character with a<br />

foot or leg that has been reduced to 0 BPP, but is<br />

still attached, is able to limp no faster than walking<br />

speed. A character with a foot or leg that has been<br />

dismembered is capable of unaided movement that<br />

is no faster than a crawl, though a walking stick allows<br />

limping.<br />

A weapon may damage more areas than that<br />

which is the focal point of the damage. For example,<br />

a bugbear may strike an elf in the groin with<br />

the blade of his bipennis, which is larger than the<br />

groin area of any elf. The Aedile must determine<br />

randomly which nearby location is also struck, and<br />

then consider the CA of that area. For example,<br />

areas near the groin include the upper leg and lower<br />

torso. In this case, the Aedile determines the additional<br />

body part by rolling 1d100, and arbitrarily<br />

considering 01-50 to be the upper leg, and 51-100<br />

for the lower torso. If this additional body part is<br />

also damaged, then the damage of the attack is divided<br />

between all affected body parts.<br />

Chapter 10: Combat<br />

467

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