Stunning and Incapacitating (CNH)

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In addition to the basic abilities and the special maneuvers associated with martial arts styles, all styles have a chance of stunning or incapacitating a man-sized opponent.
Whenever the martial artist rolls an unmodified 20 on his attack roll, the opponent must make a saving throw vs. paralyzation. If the saving throw is successful, the opponent is not stunned or incapacitated (although he does take normal damage from the attack). If the saving throw fails, the opponent is either incapacitated or stunned. Compare the hit dice or level of the opponent to the die roll. If the number rolled is less than the hit dice or level of the target, the opponent is stunned for 1d6 rounds. If the number is greater than this, the opponent is incapacitated for 1d3 hours.
==Hit Locations==
Players who like to visualize where their characters' blows are landing can use a variant of the Martial Arts Results Table (presented earlier).
Each time the character attacks with martial arts, he makes a die roll and consults Table 23 to determine the location of the blow. The principal method of the martial art determines the type of roll.
 Table 23: Martial Arts Hit Locations
Principal Method	Die Roll
Block 	N/A
Kick 	1d20
Lock 	3d6
Movement 	N/A
Push 	1d10+6
Strike 	2d6+6
Throw 	N/A
Vital Area 	2d6+6
Weapon 	3d6
Roll 	Hit Location
18–20 	Head
17 	Throat
16 	Shoulder
15 	Upper Arm
14 	Elbow
13 	Lower Arm
12 	Wrist/Hand
10–11 	Chest/Back
9 	Stomach
8 	Groin
7 	Thigh
6 	Upper Leg
5 	Knee
4 	Lower Leg
1–3 	Foot
The hit location does not affect the damage or effect of the attack; it is for visualization purposes only.