Sometimes, a character may wish to target an opponent’s attribute, in order to reduce them temporarily. Attacks that target an opponent’s strength, may leave him weakened and unable to wield his giant 2-handed battle axe as effectively, or targeted strikes against a foe’s legs or sword arm, may leave him unable to nimbly dance around the battlefield as effective, or targeting his base may wear him out, leaving him winded and tired. Alternatively, rapid and distracting strikes could interrupt one’s concentration or steadfast resolve.
By a -4 to your fighting, shooting or throwing roll, and opting to forgo all damage against the opponent for the attack, you can inflict temporary damage against a chosen attribute. If the attack is successful, roll and apply damage accordingly (including raises and acing), against an opponent’s Toughness, modified by location armor. Reduce the die of the affected opponent’s attribute by one per wound and raise dealt, to a minimum of d4. Thus, an effective attack dealing 14 points of damage against a toughness of 5 would instead reduce a foe’s attribute 3 ranks down, to a minimum of d4. If possible, the foe is able to soak this, treating each success as he would against a standard wound. Any and all skills or checks made with the reduced attribute (such as Toughness, which is affected by Vigor) are affected immediately.
This effect is only temporary, and the penalty is reduced by one die at the end of the affected character’s actions each round, until completely removed. Attempting to reduce an already reduced attribute has not effect, nor does targeting a different attribute while he is already penalized by one. Once the attribute has completely recovered, any attribute may be targeted again.
Some sort of recovery check to remove penalty on action action?
Penalties last only until their turn?
Staggered recovery as opposed to all or nothing?
Return to Combat.