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ATTACKS Autofire - Short Burst Fires three bullets with a single squeeze of the trigger for +1 on the attack (cannot be part of a typical multiple attack action) Crippling Attack Attack to disable. Add +2 difficulty. Roll damage as normal - choose how much you inflict. Disarm Attack +2 difficulty, +4 if a ranged attack. If successful send the weapon flying 1 ft for each die of damage that would have been rolled.
ATTACKS Autofire - Short Burst Fires three bullets with a single squeeze of the trigger for +1 on the attack (cannot be part of a typical multiple attack action) Crippling Attack Attack to disable. Add +2 difficulty. Roll damage as normal - choose how much you inflict. Disarm Attack +2 difficulty, +4 if a ranged attack. If successful send the weapon flying 1 ft for each die of damage that would have been rolled.
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ATTACKS Autofire - Short Burst Fires three bullets with a single squeeze of the trigger for +1 on the attack (cannot be part of a typical multiple attack action) Crippling Attack Attack to disable. Add +2 difficulty. Roll damage as normal - choose how much you inflict. Disarm Attack +2 difficulty, +4 if a ranged attack. If successful send the weapon flying 1 ft for each die of damage that would have been rolled.
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You may interupt a Guard or Aim action before the Fire three bullets with a single squeeze of the trigger ticks have ended with another action. You DV does for +1 on the attack (cannot be part of a multiple not refresh. attack action). Aim (3/-1): Autofire - Long Burst Each tick spent aiming adds one die to an attack on a Fires 10+ bullets with a long trigger pull for +2 on the target, to a maximum of three dice. attack, which can be part of a typical multiple attack.
Attack (Varies/-1): Grappling
Attempt to harm a single target. You may make two Roll [Dex or Str]+Brawl to grapple. The target attacks as a single action. This action has a -2 DV becomes Innactive. Do one of the following: penalty and a uses the greater of Speeds. The attack Throw: Toss target Str yards, causing knockdown. incurs a -4 penalty, made on the lesser of the two dice Wrassle: as per Clinch attack pools. You can apply -1 DV against each attack or -2 Hold: No extra action DV against one. On your next action roll Grapple vs opponent to maintain or escape.
Dash (3/-2): Crippling Attack
Run all-out. Move Dash number of yards each tick Attack to disable. Add +2 difficulty. Roll damage as until next action. As a diceless action, you may normal - choose how much you inflict. If you could kill perform a rolled action simultaneously with a Dash, the target you may instead rend a limb useless, cut adding that actions DV penalty. out an eye, etc. Scions heel this normally.
Guard (3/-0): Flat of the Blade
This is the optimum choice for a defense or to wait for Do Bashing with a Lethal weapon. +1 difficulty and -2 the right moment. You can Stunt a guard and apply damage. the bonus to DV. Move (0/-0): Fierce Blow Run up to Move yards in a single tick. Move actions A special attach - +1 difficulty and either +3B or +2L/A are reflexive - you may move any tick without penalty. (based on the attack’s normal damage type).
Coordinated Assault (5, DV –2) Disarm Attack
Roll Charisma + Command = coordinate 2 people per +2 difficulty, +4 if a ranged attack. If successful send success. You must all go on the same tick against the the weapon flying 1 ft for each die of damage that same target. Target get -DV equal to number of would have been rolled. If 5+ initial successes, dictate attackers. the direct the weapon flies.
Miscellaneous Action (5/Varies): Pulled Punch
Perform a task which may be only tangentially related +1 difficulty. Reduce damage to a minimum of 1. to combat. Hide (Misc action) Sweep Roll Dex+Stealth. All others roll Perc+Awareness Don't roll damage, cause knockdown if you beat DV. automatically to resist. MODIFIERS Conditional: Based on condition 30% Hard Cover/Shield +1 Lower Than Attacker -(1–3) 60% Hard Cover +2 +2 Prone -1 melee/+1 ranged 90% Hard Cover +3 +3 Unstable Terrain -(1–3) Higher Than Attacker +(1–3) Wearing Armor -(Mobility Penalty) Instant: Against a single attack Lasting: Until DV refreshes Suffer Multiple Attacks -(1-2) Onslaught Penalty -1 after attacks > L Under Coordinated Assault -(varies) Taking Multiple Actions -(varies) Being Prone Surpise! No Dash/Move til a misc action to get up. +1DV vs An ambushed characters DV becomes 0. Roll to sneak ranged, -1DV vsmelee. up. Automatic Defense Height Advantage If final DV is 2(attacks final dice pool), the attack The higher party gets a bonus while the lower automatically misses. The attack still counts toward chracter gets and equal penalty. onslaught penalty.