Sap

​Sapping is an attempt to knock out an opponent by striking with the flat of the blade or slugging him from behind with a sturdy sword-hilt. It doesn't work very well against characters or monsters that are expecting it; any character attempting to sap a creature that threatens her provokes an attack of opportunity for the defender. Hand-held weapons and thrown weapons may be used in sap attempts.

A sap is a type of Called Shot; it has a -2 initiative penalty, and the attacker has a -4 penalty to hit. The penalty increases to -8 if the defender is wearing some kind of helmet. [p/]

Only Small or Medium creatures can be sapped; Large monsters can't be knocked out like this. If the attacker scores a hit, she may knock out her opponent. There is a 5% chance per point of damage of knocking out the victim, up to a maximum of 40%. Thus, if the sapper inflicts 5 points of damage, she has a 25% chance of knocking out her opponent. Sapping damage is like unarmed combat damage; 25% is real and the rest is temporary. Naturally, if her damage roll exceeds the victim's hit points, he's knocked out anyway. The knockout chance increases to 10% per point of damage (max 80%) if the victim is surprised, asleep, restrained, or magically held in some way. Sapped characters remain unconscious for 3d10 full rounds.​

​1 attack. Initi. Penalty of 1, -4 to hit (-8 if defender wears a helmet), only S or M can be knocked out. If successful, 5% chance of KO per point of damage (up to 40%). Only 25% of dam. is real. If victim is surprised, asleep, restrained, or magically held chances are 10% per point of dam. (up to 80%. Victim is unconscious for 3d10 rounds.
Must be proficient with weapon.
A.O. for defender (if aware of attack)
-4 to hit (-8 if helmet/protected)
Init. Penalty of 3
Only effective on S or M creatures
K.O. = 5% per pt. of damage
If victim surprised/asleep/restrained/magically held, K.O. = 10% per dmg. pt.
Damage is temporary
K.O. = 3d10 rds.​

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