| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

House Rules: Combat

Page history last edited by wastevens@... 14 years, 10 months ago

House Rules: Combat

 

Pulling Killing Blows

Any blow that would kill an opponent may be declared to be a Coup de Grace in step 10 reflexively (see the rules on page 152 of the core book for information on Coup de Graces).

 

Excellencies on Defense

For convenience, we generally do not roll dice from the First Excellency on defense - we simply add them to the dice pool for purposes of calculating DV.  For example, 2 motes on the solar First Excellency will raise your defense pool by 2, which would raise your DV by 1.

 

Speed less than 3

No combination of effects can drop the Speed of a weapon or attack below 3. If a charm says otherwise, ignore it. Effects that would drop speed below 3 instead increase Rate by 1 for every tick it would be decreased below 3.

 

Infinite Rate, 2nd Excellency, Infinite Mastery

To clarify, as per the Infernals, if the multiple action penalty would reduce your pre-Excellency dicepool to 0 or less, the action cannot be attempted at all.

 

Essence/WP Regaining Charms, Damage-Negation Charms

The use of essence or WP regaining charms that rely on the user taking dice or levels of damage precludes the use of effects that would remove that damage in a later step (e.g. Twilight Anima, Death-Parrying, etc.).  These effects DO work in conjunction with effects that remove dice of damage, but only use the damage remaining after the damage-reducer is applied (using Pasiap Still Stands with Essence-Regaining Temper means you only regain essence on the dice that you let hit you).

 

Readying Actions (DRAFT)

It is possible to 'ready' an action in combat, to have it go off in response to a pre-defined condition.  Readying an action has no speed, as it may be maintained indefinitely, and has a -2 DV penalty.  If the conditions are met, the character must take the readied action, which occurs sequentially before the action that triggered it.  A readied action inflicts an additional -1 DV penalty on top of the normal DV penalty the action would levy.  To avoid hideously complex chains, readied actions may not trigger in response to other readied actions.

 

Example: Joe Solar holds Bill Abyssal - out of motes and low on HLs - at gunpoint with his firewand.  Bill has Wings of the Raptor, and can outrange Joe's firewand with a vertical dash or jump, so Joe decides to ready an action, stating that he'll fire at Bill if he attemps to leave.  At this point, if Bill attempts to move, Joe may make his attack before the move is resolved, but suffers a -2 DV penalty for his attack instead of the usual -1.  If Bill instead tries to stab Joe, the readied action does not trigger, and Joe must abort his action as normal, only being allowed to act on the tick following Bill.

Comments (0)

You don't have permission to comment on this page.