"name" = "Humanoid"; "locations.Eyes.choice_name" = "Eyes"; "locations.Eyes.table_name" = "Eyes"; "locations.Eyes.description" = "An attack that misses by 1 hits the torso instead. Only\nimpaling (imp), piercing (pi-, pi, pi+, pi++), and\ntight-beam burning (burn) attacks can target the eye – and\nonly from the front or sides. Injury over HP÷10 blinds the\neye. Otherwise, treat as skull, but without the extra DR!"; "locations.Skull.choice_name" = "Skull"; "locations.Skull.table_name" = "Skull"; "locations.Skull.description" = "An attack that misses by 1 hits the torso instead. Wounding\nmodifier is x4. Knockdown rolls are at -10. Critical hits\nuse the Critical Head Blow Table (B556). Exception: These\nspecial effects do not apply to toxic (tox) damage."; "locations.Face.choice_name" = "Face"; "locations.Face.table_name" = "Face"; "locations.Face.description" = "An attack that misses by 1 hits the torso instead. Jaw,\ncheeks, nose, ears, etc. If the target has an open-faced\nhelmet, ignore its DR. Knockdown rolls are at -5. Critical\nhits use the Critical Head Blow Table (B556). Corrosion\n(cor) damage gets a x1½ wounding modifier, and if it\ninflicts a major wound, it also blinds one eye (both eyes on\ndamage over full HP). Random attacks from behind hit the\nskull instead."; "locations.Right Leg.choice_name" = "Leg"; "locations.Right Leg.table_name" = "Right Leg"; "locations.Right Leg.description" = "Reduce the wounding multiplier of large piercing (pi+), huge\npiercing (pi++), and impaling (imp) damage to x1. Any major\nwound (loss of over ½ HP from one blow) cripples the limb.\nDamage beyond that threshold is lost."; "locations.Right Arm.choice_name" = "Arm"; "locations.Right Arm.table_name" = "Right Arm"; "locations.Right Arm.description" = "Reduce the wounding multiplier of large piercing (pi+), huge\npiercing (pi++), and impaling (imp) damage to x1. Any major\nwound (loss of over ½ HP from one blow) cripples the limb.\nDamage beyond that threshold is lost. If holding a shield,\ndouble the penalty to hit: -4 for shield arm instead of -2."; "locations.Chest.choice_name" = "Chest"; "locations.Chest.table_name" = "Chest"; "locations.Chest.description" = "Roll 1d; on a 1, the vitals are hit."; "locations.Abdomen.choice_name" = "Abdomen"; "locations.Abdomen.table_name" = "Abdomen"; "locations.Abdomen.description" = "Roll 1d; on a 1, the vitals are hit."; "locations.Groin.choice_name" = "Groin"; "locations.Groin.table_name" = "Groin"; "locations.Groin.description" = "An attack that misses by 1 hits the torso instead. Human\nmales and the males of similar species suffer double shock\nfrom crushing (cr) damage, and get -5 to knockdown rolls.\nOtherwise, treat as a torso hit."; "locations.Left Arm.choice_name" = "Arm"; "locations.Left Arm.table_name" = "Left Arm"; "locations.Left Arm.description" = "Reduce the wounding multiplier of large piercing (pi+), huge\npiercing (pi++), and impaling (imp) damage to x1. Any major\nwound (loss of over ½ HP from one blow) cripples the limb.\nDamage beyond that threshold is lost. If holding a shield,\ndouble the penalty to hit: -4 for shield arm instead of -2."; "locations.Left Leg.choice_name" = "Leg"; "locations.Left Leg.table_name" = "Left Leg"; "locations.Left Leg.description" = "Reduce the wounding multiplier of large piercing (pi+), huge\npiercing (pi++), and impaling (imp) damage to x1. Any major\nwound (loss of over ½ HP from one blow) cripples the limb.\nDamage beyond that threshold is lost."; "locations.Hand.choice_name" = "Hand"; "locations.Hand.table_name" = "Hand"; "locations.Hand.description" = "If holding a shield, double the penalty to hit: -8 for\nshield hand instead of -4. Reduce the wounding multiplier of\nlarge piercing (pi+), huge piercing (pi++), and impaling\n(imp) damage to x1. Any major wound (loss of over ⅓ HP\nfrom one blow) cripples the extremity. Damage beyond that\nthreshold is lost."; "locations.Foot.choice_name" = "Foot"; "locations.Foot.table_name" = "Foot"; "locations.Foot.description" = "Reduce the wounding multiplier of large piercing (pi+), huge\npiercing (pi++), and impaling (imp) damage to x1. Any major\nwound (loss of over ⅓ HP from one blow) cripples the\nextremity. Damage beyond that threshold is lost."; "locations.Neck.choice_name" = "Neck"; "locations.Neck.table_name" = "Neck"; "locations.Neck.description" = "An attack that misses by 1 hits the torso instead. Neck and\nthroat. Increase the wounding multiplier of crushing (cr)\nand corrosion (cor) attacks to x1½, and that of cutting\n(cut) damage to x2. At the GM’s option, anyone killed by a\ncutting (cut) blow to the neck is decapitated!"; "locations.Vitals.choice_name" = "Vitals"; "locations.Vitals.table_name" = "Vitals"; "locations.Vitals.description" = "An attack that misses by 1 hits the torso instead. Heart,\nlungs, kidneys, etc. Increase the wounding modifier for an\nimpaling (imp) or any piercing (pi-, pi, pi+, pi++) attack\nto x3. Increase the wounding modifier for a tight-beam\nburning (burn) attack to x2. Other attacks cannot target the\nvitals.";