Fire 3 hadoukens more, then deliver a flying kick to the chest!
Well, this is it. Darwuf will put in one last attack. If he fails to at least severely hurt his opponent, he implores Armok to punish him with magma and death. If Armok doesn't listen, and Darwuf fails, he will slit his wrists. Down the road, not across the street, - From the top of the wrist, halfway to the elbow, splice a vein open.
[4-2] Urist again fails to hadouken, [1-2] and blows his own arm off with his second try. The third try [1-2] blows his other arm off, wow. With a flying kick, [3v2] Urist propels himself into Darwuf's chest, knocking them both down. Darwuf prays to Armok, [2] who is warned not to interfere in any way. Darwuf [5+1] smashes his fists, holding the tiny hammer, into his foe's head, knocking him unconscious and accelerating his demise. Darwuf does not need to slay himself.
Another of the three leaves, glancing suspiciously at Armok. He looks innocent, and a fight is only avoided by the mediator piping up and saying," How do these rules look?"
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Alright, let's start with a couple basic things:
Everyone starts at 100% blood, and with all present body parts having full HP. The torso has 60 hp, the limbs have 30 apiece, and the head 20.
A successful attack causes #d6 damage to the body part and causes #% blood loss, halving each turn until it stops.
When you reach 75% blood, you are light-headed and get -1 to strenuous actions. When you reach 50% blood, you need to start making rolls to avoid falling unconscious, and your penalty to action extends to all rolls. When you reach 25% blood, the unconscious rolls are at -1, other rolls are at -2, and you also need to make rolls to avoid dying, which you do at 9% blood. Blood is a bit arbitrary; having g 50% blood doesn't mean half of your blood is gone.
Aiming for a limb is a -1 to hit, aiming for the head is -2, but the head is slightly important.
How do these rules look?