Whether it’s jamming a thumb into an opponent’s eye socket or putting a bullet so close to their eye the shock- wave makes them blind, there are a lot of shots that gen- erate specific effects by hitting carefully chosen points on the enemy’s anatomy. This Called Shot option is dif- ferent than others in that the modifier is not a standard –4 dice pool penalty. See Location, Location, Location below for the effects of different Specific Target Called Shots. The modifiers are listed as well.
After the Attack Test is made but before the Damage Resistance Test, the Attacker decides what they want to do with any net hits. For every net hit after the first, the attacker can choose one of the listed effects. The net hits on the test do not count toward additional DV. If, after the Damage Resistance Test, the target takes no dam- age, they also suffer none of the additional effects.
TRICK SHOT (P. 196, SR5)
Net hits on this Called Shot add to the shooter’s dice pool on Intimidation Tests against the target.
LOCATION,
LOCATION, LOCATION
Hits to specific areas are listed here along with their modifier, DV limit, and any additional effects they may cause. When aiming for a specific location, the modifier listed here replaces the standard –4 Called Shot modifi- er. The DV limit is the maximum amount of Damage that can be applied with a successful attack on this location. The effects of hits to different areas add any new effects but do not double up on any effects listed for both loca- tions. The durations can be extended with multiple hits to the same location. What all this means is that if you Stunned someone with a shot to the neck, hitting them in the sternum is not going to cause another Stunned effect. It will, though, cause them to be Slowed.
ANKLE
This is a nice tender spot to drop a heel and a quick way to end a chase.
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Modifier: –8•
DV Limit: 1•
Effects: Slowed (target’s Movement, both Walkand Run rate, is halved, and no Sprint Tests are allowed), Winded (target is unable to perform Complex Actions for a number of Combat Turns equal to the original DV of the attack)
EAR
This is not a shot through one ear and out the other (though how wicked cool would that be?). This is a shot so close to the ear that it causes a sudden air pressure change, overstimulating the ear drum and shutting it
ear. This attack can be made twice (once per ear) to completely deafen a target. Attacks after all ears have been affected only do the 1 DV max damage and they no longer Deafen or Stun the target.
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Modifier: –10•
DV Limit: 1•
Effects: Deafened (One ear: –2 all actions involv-ing hearing; Two ears: –4 on all actions, no hear- ing-based Perception tests allowed for a number of Combat Turns equal to the original DV of the at- tack), Stunned (Body + Willpower (2) Test to resist or target receives –10 penalty to Initiative Score)
EYE
This is not a bullet to the eye and straight into the brain- pan. This is that shot so close to the eye that the sudden air pressure changes force the lens to bend, or it’s the classic thumb to the eye. This attack can be made twice (once per eye) to completely blind a target. Attacks to the eye made after each eye is affected only do the 1 DV max damage and no longer Blind or Stun the target.
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Modifier: –10•
DV Limit: 1•
Effects: Blinded (One eye: –4 all actions involvingsight; Two eyes: –8 on all actions, no vision-based Perception tests allowed for a number of Com- bat Turns equal to the original DV of the attack), Stunned (Body + Willpower (3) Test to resist or target receives –10 penalty to to Initiative Score)
FOOT
A key soft spot with all those tiny little bones, the foot is a good place to put the hurt on and is a sweet target for someone looking to bring down a more powerful foe.
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Modifier: –8•
DV Limit: 1•
Effects: Stunned (target must succeed in a Body+ Willpower (3) Test) or experience a –5 reduction in Initiative Score), Slowed (target’s Movement, both Walk and Run rate, is halved and no Sprint Tests are allowed), Winded (target is unable to perform Complex Actions for a number of Com- bat Turns equal to the original DV of the attack)
FOREARM
Two bones and a whole slew of muscles and tendons make the forearm a great place to hit to break an oppo- nent’s grip, weaken their defenses, or just give them a little reminder of why you are not someone with whom anyone should trifle.
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Modifier: –6•
DV Limit: 2•
Effects: Broken Grip (target is unable to main-tain their grip on anything in their hand, suffers a
duing or Clinching attacks, and drops any item in their hand for a number of Combat Turns equal to the DV of the attack), Weak Side (The target suffers a –1 dice pool penalty on all melee De- fense tests while they suffer from the effects of Broken Grip)
GENITALS
It’s a low blow, but sometimes it’s the dirtiest trick that will save your life.
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Modifier: –10•
DV Limit: 4•
Effects: Stunned (Body + Willpower (4) Test toresist or target receives a –10 penalty to Initiative Score), Nauseous (target makes a Body + Will- power (4) roll; each hit less than the required 4 causes the target to double over and begin vom- iting for one Combat Turn. Vomiting targets suf- fer a –4 dice pool penalty to all actions), Buckled (target makes Body (DV) Test or else they hit the ground and stay there for (DV)-hits Combat Turns)
GUT
A solid punch to the gut can set an opponent to retch- ing and heaving, while a bullet or knife in that spot will often give the injured a nice slow death.
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Modifier: –6•
DV Limit: 8•
Effects: Stunned (target must make a Body +Willpower (2) Test or receive a –5 penalty to Ini- tiative Score), Nauseous (target makes a Body + Willpower (4) roll; each hit less than the required 4 causes the target to double over and begin vomiting for one Combat Turn. Vomiting targets suffer a –4 dice pool penalty to all actions), Slow Death (Physical Damage attacks only, must be with piercing weapon; injuries cause the target to bleed internally, suffering unresisted 2S DV every minute until a Medicine + Logic [Mental] (16, 1 minute) Extended Test, First Aid + Logic [Mental] (16, 1 minute) Extended Test is suc- cessful, or a Heal spell is cast on them and re- moves at least 1 box of damage)
HAND
There’s just something cool about putting a bullet through someone’s palm, breaking a few fingers with a good strike, or pushing that wrist-lock too far for comfort. It’s disarming someone without killing them, but still making them hurt. How can you not see the appeal in that?
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Modifier: –8•
DV Limit: 1•
Effects: Stunned (Body + Willpower (2) Test toresist or target receives –5 penalty to Initiative
Score), Broken Grip (target is unable to maintain their grip on anything with the stricken hand for a number of Combat Turns equal to the DV of the attack and suffers a –1 dice pool penalty per injured hand for all Subduing or Clinching at- tacks), Weak Side (target suffers a –1 dice pool penalty on all Melee Defense Tests while they suffer from the effects of Broken Grip)
HIP
Hit the hip, pop the socket. A shot to the hip is intend- ed to slow or disable an opponent.
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Modifier: –6•
DV Limit: 3•
Effects: Knockdown (target needs to make aStrength + Agility (DV+3) Test or fall prone; they can attempt to stand in their next Action Phase), Slowed (target’s Movement, both Walk and Run rate, is halved and no Sprint Tests are allowed)
JAW
This is the target when it’s time to knock someone’s teeth out or shut up that running mouth. Fists break jaws, bullets shatter teeth.
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Modifier: –8•
DV Limit: 2•
Effects: Stunned (Body + Willpower (2) Test toresist or target receives –5 penalty to Initiative Score), Unable to Speak (the target loses the ability to form understandable speech. They can mutter, gesture, groan, and drool, but every- thing they try to speak comes out as gibberish. This lasts for 1 hour x DV of the shot)
KNEE
Kneecapping has been an old standby for mobsters and thugs for centuries. A bullet to the knee not only slows a target down but it also helps make the most combat- ive individual see the value of your point of view.
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Modifier: –8•
DV Limit: 1•
Effects: Stunned (target must make a Com-posure (2) Test or receive a –10 penalty to Ini- tiative Score), Knockdown (target must make a Strength + Agility (DV+3) Test or fall prone), Slowed (target’s Movement, both Walk and Run rate, is halved and no Sprint Tests are allowed), Winded (target is unable to perform Complex Actions for a number of Combat Turns equal to the original DV of the attack)
NECK
Put a hole in their neck and watch them bleed. This is the shot to the jugular or carotid that makes blood geysers splatter across the finely crafted corporate
halls. A favorite of drug cartel leaders and gory trideo directors.
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Modifier: –8•
DV Limit: 10•
Effects: Stunned (Body + Willpower (3) Test toresist or target receives –10 to Initiative Score), Bleedout (target suffers 1P DV, unresisted, for every Action they perform that is not First Aid until a successful Logic + First Aid [Mental] (4) Test is made) or a Heal spell is cast on them and removes at least 1 box of damage)
SHIN
The shin bone’s connected to the … nothing if you put a bullet through it. Shooting the shin slows a foe and usually puts them square on their hoop. And kicking someone in the shin is just plain mean.
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Modifier: –6•
DV Limit: 2•
Effects: Knockdown (target must make aStrength + Agility (DV+3) Test or fall prone), Slowed (target’s Movement, both Walk and Run rate, is halved and no Sprint Tests are allowed), Winded (target is unable to perform Complex Actions for a number of Combat Turns equal to the original DV of the attack)