Knockdown

Knockdown is the debilitating effect of severe damage and "shock"--in short, the stun effect. Whenever a character suffers a major wound or is struck in the head or vitals with enough injury to cause a shock penalty (for most characters, this is any damage), they must make an immediate HT roll to avoid knockdown and stunning.
Hits to the groin (for males) also count as a vital attack for knockdown, although this is more practical for "grounded" or martial-arts themed adventures, and less so for high fantasy adventures--you'd hate see wizards and barbarians losing a battle due to a kick in the nuts.Your mileage may vary
== Modifiers ==
Condition 	Modifier
Generic Major Wound 	+0
Skull or Vitals hit 	+0
Major Wound to the Face or Vitals*	-5
Major Wound to the Skull or Eye 	-10
* or Groin, see above.
Condition 	Modifier
High Pain Thresholdcreatures with Supernatural Durability also count as having High Pain Threshold!	+3
Default 	+0
Low Pain Threshold 	-4
On a success, you suffer no penalty beyond ordinary shock. On a failure, you are stunned. You fall prone and drop anything you were holding. On a failure of 5 or more, you fall unconscious!
== Special Resistances ==
* Those with No Brain don't suffer special modifiers for skull, face, and eye injuries. 
* Likewise, those with No Vitals don't get penalties for hits to the vitals (and groin). 
* Homogenous and Diffuse creatures have both these benefits already. It'll take a major wound to cause knockdown with these creatures!
* The Hard to Subdue advantage helps
* Most undead and magical constructs are immune to pain and knockdownSee "Resistant to Pain", Powers: Divine Favor, p.10--assume they don't have to roll for these!
== See Also ==
If you're looking to physically "knock things down" by knocking them over through a powerful push, see shoves, slams, and knockback!
== References ==
* Basic Set, p.420
Category:Rules