This section is for people who want more details from the system. When you've gotten used to the basic rules, add the ones you like.
It can be argued that attacks with a high chance to hit should, on average, also deal more damage. The rules in this section are meant to emulate the effects of shorter firing distance for ranged weapons as well as the increased chance of subduing an unprepared opponent:
Add the result to the attack's Damage.
Example 1: an attack with Damage 2 hits with a roll of 4 and 9.
The Damage is 12: 9-4=5, 5+5+2=12.
Example 2: an attack with Damage -1 hits with a roll of 13 and 1.
The Damage is 19: The difference is greater than 10. 20-1=19.
While this allows for significant Damage increases for well-aimed attacks, also note that it actually lowers the average Damage of attacks that are less likely to hit.
This section provides more alternatives in combat, especially in melee.
Find Weakness: Specifically targeting the less protected areas, as opposed to the ones that are easiest to hit, incurs a -2 penalty. If you make several attacks in one turn, Find Weakness applies only to the first attack.
Armor does not protect from Find Weakness attacks if either die, black or white, is higher than Coverage. For this purpose, the die that is compared to Coverage does not have to be successful to count. Special attacks that already provide this effect can't use Find weakness.
Player versus player: If two players are fighting each other, they reveal their disposition simultaneously: Default, Reckless, or Defensive. One way to do this is to have the players pick up two dice each and hide their hands, before presenting a closed fist above the table. When they're both done, they show what they're holding:
In the basic rules, all attacks are aimed at the head or torso. If the attacker does not specifically target an arm or the legs, the attacks work just like in the basic rules. This section provides two alternatives to this:
Ranged Immobilize or Disarm attacks incur a -2 penalty to hit.
Disarm: If the damage is higher than the target's Toughness-2, what was held in a hand of the attacker's choice is dropped. That arm can't be used until the Wound heals.
Immobilize: If the attack inflicts a Wound higher than the target's Toughness-2, it falls to the ground, unable to stand up until the Wound has healed. A hit that would ordinarily kill the character enforces a crippled Trait.
These rules add a chance of success and a risk of failure even where that would otherwise be impossible.
Note that the GM may (and should) veto absurd intentions without a roll, simply stating that the attempt fails.
In less realistic settings, especially in epic duels, the GM could rule that the first few successful attacks do not hit, but cinematically drive the victim backwards. The losing character may then choose to retreat, or to keep trying. The GM should not tell the player how many chances each character gets before a successful attack is resolved normally - we've found it works better as an unknown, increasing risk than an overt limitation.