The Hit Location Chart
   Another excerpt from World of Darkness: Combat, I use this chart to determine hit locations (whether random shots or called shots) and the effects of such.  These charts are simplified by using an ordinary human being as the model, and certain portions of this section (such as Damage and Damage Effects) may not take into account such altering factors as animals or other creatures with alternate body proportions, the resistance to Bashing damage enjoyed by vampires and other undead, healing and regeneration, et cetera.
Diagram #

1.

2.
3.
4.
5.
6.
7.
Region of body hit

Head / Neck

Arms / Hands
Chest / Torso
Vitals
Legs / Feet
Heart
Eyes
d10

1

2-3
4-7
8
9-10
x
x
Accuracy

-3
-3
-1
-2
-2
-4
-5
Damage

+4
-1
+0
+3
+0
+3
+3
   Region of Body Hit: The hit location, the portion of the body struck (or missed) by the attack.  Entries with slashes group together adjacent body parts, though each body part may be targetted separately from the other by way of a called shot (read: An attack to the neck is resolved in the same manner as an attack to the head, though with potentially different results for each).
   
d10: If a character simply shoots or swings in the general direction of his opponent, the exact hit location is determined in this column, with a roll of one ten-sided die.  Note that neither the heart nor the eyes can be hit at random and may only be attacked through called shots.
   
Accuracy: This column is used for called shots, where a character tries to land his attack on a certain region of the body.  The affixed Accuracy penalty is the number of dice subtracted from the dice pool when rolling to hit.  If this penalty would reduce the dice pool below one die, then the character is too clumsy or inexperienced to target that hit location with a called shot.  Positive modifiers to the dice pool--such as having a light, accurate weapon or gaining an Attribute increase through Blood buffs and the like--can offset this penalty.
   
Damage: The modifier to the dice pool used for determining damage to this hit location.  Additional effects of such an attack are outlined under the Damage Effects section on the next page.
    Note that wraiths, golems and other creatures who get along just fine
without bones or complex organ systems will never suffer Damage Effects, and damage pools against them will not be modified by the Damage column.
    Robots, cyborgs, genetic hybrids and other products of the Technocracy's experiments may or may not suffer certain damage effects; A cybernetic eye may be considerably more resistant to blindness than an organic one.
    The anatomies of certain fomori or kami may also reduce or ignore the severity of damage or damage effects.  Gouging the eye of a two-headed fomor will blind one head but not the other, nor will one broken neck instantly reduce the fomor to a quadriplegic.
    Changelings and chimerae can also deal and endure chimerical damage, which--while having the same effects as its Bashing and Lethal counterparts--will not exhibit any signs of this damage to anyone who cannot perceive the Dreaming; Naturally, a changeling who suffers Chimerical Death retrorses to her mortal Seeming and immediately ignores all chimerical damage endured, as well as its damage effects (a
very small compensation for being stripped of your supernatural powers and your memories of the Dreaming...).
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