Hit Locations (CGH)

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The best gladiators can strike an enemy numerous times, maiming him badly but not killing him. For sheer perverse pleasure, show, or both, many gladiators keep their antagonists alive by destroying limbs until all that is left is an opponent who begs for death or mercy. The crowd, naturally, loves this display of power and contempt for the fallen gladiator, and the gladiator who can achieve this is well loved by the fans at the arenas.
There are also gladiators who do not like to kill their opponents, reasoning that damaging the enemy is preferable to killing him. By striking him across the arms and legs or by performing a Sap maneuver, the character ensures that his foe cannot retaliate, and thus need not be killed. Of course, some sorcerer-kings enjoy sullying the record of these "pure gladiators" (as the nonkilling gladiators are called in derision). Nonetheless, the attempt can at least be made to save an opponent's life.
For some, striking at a foe's limbs and crippling him is a way either to avenge fallen comrades or to make sure that the enemy never fights in the arena again. This can be a gesture of friendship ("I wish that you need never fight for the entertainment of others again"), or of enmity ("I want the rest of your life to be pain. I want you never to serve a useful purpose again, so that your master discards you when this match ends"). Often, those who fight in friendship injure their comrades less; these can eventually recover from their wounds. Those who suffer crippling from enmity usually cannot heal without the aid of magic, and are eventually tossed aside like a rancid slab of meat, to fight for survival on the fringes of society among their fellow outcasts.
When a gladiator wishes to damage an opponent in a certain way, or to preserve parts of his opponent's body, the DM can use the Hit Location Table. Also, if the DM does not mind consulting an extra table in the heat of combat, the Hit Location Table adds an extra dimension of realism. This is a purely optional table, and should not be used if the DM finds it objectionable. Both the DM and the plajers must do some extra math in figuring the number of hit points in any particular location.
When characters are not trying to hit a specific location, they roll attacks normally. The hits are assumed to the torso, but the effects (as listed on the table and described below) are not granted.
Target 	Penaltyto Hit	Effect 	% TotalHit Points
Head 	-8 	Df or Dz	20%
Face 	-8 	Sc, Bl 	
Neck 	-8 	Sever* 	50%
Torso 	 	 	40%
Ribs 	-4 	Crck 	
Vitals 	-6 	x2 Dam 	
Arm 	-4 	Usle 	10% each
Hand 	-6 	Usle 	
Leg 	 	 	10% each
Knee 	-6 	Crp 	
Ankle/foot	-8 	Crp 	
Thigh 	-4 	Usle 	
: * The Sever result can be obtained only if the attacker is using a weapon capable of severing; Bludgeoning or Piercing weapons do not have that capability. Also, 50% of hit points as indicated is not a true indication of how manj hit points a neck might have. It is an arbitrary number picked to maintain game balance; since decapitation is usually an instant killer, it is unfair to allow this without a herculean effort.
% Total Hit Points: This is the number of hit points of damage needed on a single hit to produce the desired effect. Each body part has a number of hit points assigned to it, which must be exceeded before the attacker can achieve the effects described below. That is, before an arm can be rendered useless, the attacker must hit it with a single called shot for more than 10% of the defender s hit points. Once the % Hit Points is exceeded by a single blow, any continued blows to the area automatically apply the effect until the effect wears off or is healed.
This is far easier said than done against many opponents; likewise, it is extremely easy for high-powered characters to incapacitate low-level characters. The defender regains use of the injured members only after healing, magical or otherwise, is applied to them. Even long-term rest can help.
==Descriptions of Effects==
Bl — Blinded: The character is temporarily blinded from the pain of being hit so hard across the face. For 2d6 rounds, the character suffers a — 4 penalty to attack rolls unless he has the Blind-Fighting proficiency, in which case he suffers only a —2 penalty. Any missile attack at the character is at +4 to hit, because the character has no idea that the attack is being leveled at him.
Crck—Cracked: The character's ribs are cracked from the force of the blow. His movement is halved until such time as the ribs are healed by magical or long-term rest; in addition, he takes a —2 penalty to attack rolls from the pain.
Crp—Crippled: The limb is crippled. The character's movement is reduced to 1 /4 of its original speed until the leg heals. Side and back shots on the character are made at +4 to hit, because the character cannot turn fast enough to defend himself.
Df—Deafened: The affected character is deafened for 1dlO rounds by a mighty blow to the head. During this time, the character takes a —2 penalty to AC and to attack rolls because equilibrium is affected.
Dz—Dazed: The character is dizzy and confused for 1 dl2 rounds. Any Dexterity checks are made at —4; the character loses Dexterity bonuses to AC; any hits causing more than 5 points of damage force the character to check against Dexterity or fall over. Attacks against a prone character are at +2.
Sc — Scarred: The defender is given a permanent scar as a memento of the fight. This lowers Charisma by two points until some method can be found to eradicate the scar. Makeup, magic, and various medical practices can disguise the scar, although most cannot remove it utterly.
Usls—Useless: The limb is rendered useless until it can be healed. Arm: Any weapons in the hand drop to the ground; the arm hangs limply at the character's side. Leg: The leg collapses under the character's weight and he must make a Dexterity check to remain standing. Movement is reduced to 1/4 original speed. Whenever he is hit for more than 5 points of damage, he must make another Dexterity check to remain upright. All side and back attacks are made at +4 to hit.