I have added to Emeril's Sheet a Damage Allocation Chart. This chart shows in percentage the amount of damage a character can take in a region of the body. For Example here is Emeril's, based upon his total HP of 20: Hit Points (D4): 20 / 20 DAMAGE ALLOCATION (Amount of damage the body area can take): HEAD (15%): 3 HP CHEST (80%): 16 HP ABDOMEN (60%): 12 HP ARMS (20%): 4 HP LEGS (25%): 5 HP If the head were to take 3 or the chest 16 damage, it results in death. There is a macro made for determining the hit location of a humanoid, which is rolled after an attack roll that hits is made. Once the location is determined the HP's is taken off that region of the body. This is taken from 0E's Blackmoor Supplement starting on P.7. There is another chart that can be used which takes into account the attacker's and defender's height, which I may not be using. HIT LOCATION DURING MELEE As in other systems of damage, the creature attacked has an assigned point value, but attacks upon it can hit only specified areas, and each area has an assigned percentage of the total hit point value of the creature, such as 15%, 80% or whatever. This means that the sum of the parts is greater than the sum of the whole, but as destruction of most of these various parts brings some form of penalty to the creature — not to mention the possibility of immediate death — it is an equitable system. Thus, if a humanoid with a total of 100 possible hit points is attacked, the head can withstand up to 15 points of damage, the chest 80, the abdomen 60. each arm 20, and so on; however, if the head receives 15 points of damage (100% of the possible total) death occurs immediately. Some creatures will not conform to any single body type presented hereafter, but by combining two or more of the pictured body types, in whole or in part, they can be pictured. A centipede, for instance, is a combination of the insectoid and snake forms. HOW TO USE THIS SYSTEM: When a hit is scored upon the being you are fighting consult the above charts and adjust any wounds due to height and weapons. Any hits upon death dealing areas (head, body) are recorded off its percent chance of living. HUMANOID: 1. An attack from the front may attack all areas but the tail and wings. 2. An attack from the side may aim at the right or left arms or legs (dependent on the side you are attacking from) as well as head, chest, abdomen, tail or wings. 3. An attack from the rear can be directed against the head, chest (back), abdomen, arms, legs, tail, or wings. Mortal Wound: Destruction of the head or chest areas will cause instant death. Non-Cumulative Damage: When the total number of points damage in cumulative areas reaches 100% the creature will expire. Decapitation of limb will cause one damage point per limb lost per turn left untreated. Crippling: Areas (limbs) damaged more than 100% will lose one dexterity point per point of damage taken over normal total. I.e.. if it normally takes three points of damage and acquires five points damage (two over its maximum), deduct these two points from the creature's dexterity rating. No more than twice the value of the limb may be deducted from the dexterity rating. Movement Restrictions: Loss of one leg will reduce all movement to a crawl. Loss of one arm will reduce crawl by 50% each. Loss of one wing will prevent all aerial movement. Loss of tail will reduce dexterity by 1-6 points. Note: An area is considered lost when all points are eliminated and their use is lost.