Difference between revisions of "TheGatesOfCreation/NonStandardAttacks"
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== Non-Standard Attacks == | == Non-Standard Attacks == | ||
− | Following on from the concepts laid out in [[/StuntTheory|Stunt Theory]], the use of Non-Standard Attacks (NSAs) allows for a potentially more "cinematic" style of play where a character's proficiency in combat is not solely predicated on the number of dots he has in a set of six Abilities. In return for this, however, they do place a greater creative burden upon the players. | + | Following on from the concepts laid out in [[TheGatesOfCreation/StuntTheory|Stunt Theory]], the use of Non-Standard Attacks (NSAs) allows for a potentially more "cinematic" style of play where a character's proficiency in combat is not solely predicated on the number of dots he has in a set of six Abilities. In return for this, however, they do place a greater creative burden upon the players. |
NSAs have a few restrictions that players should be aware of. Firstly, by definition, a NSA can only be performed as part of a stunt. Secondly, each character can only use any given Ability for an NSA once per scene. Third, while an NSA can be used as part of a flurry, multiple NSAs cannot be used in the same flurry. Finally, since the abilities used for non-standard attacks are not designed for combat the only Charms that can normally be used to enhance them are Excellencies – however, a well-stunted and plausible use of a non-Excellency Charm should be permitted. | NSAs have a few restrictions that players should be aware of. Firstly, by definition, a NSA can only be performed as part of a stunt. Secondly, each character can only use any given Ability for an NSA once per scene. Third, while an NSA can be used as part of a flurry, multiple NSAs cannot be used in the same flurry. Finally, since the abilities used for non-standard attacks are not designed for combat the only Charms that can normally be used to enhance them are Excellencies – however, a well-stunted and plausible use of a non-Excellency Charm should be permitted. |
Latest revision as of 03:13, 9 June 2010
Non-Standard Attacks
Following on from the concepts laid out in Stunt Theory, the use of Non-Standard Attacks (NSAs) allows for a potentially more "cinematic" style of play where a character's proficiency in combat is not solely predicated on the number of dots he has in a set of six Abilities. In return for this, however, they do place a greater creative burden upon the players.
NSAs have a few restrictions that players should be aware of. Firstly, by definition, a NSA can only be performed as part of a stunt. Secondly, each character can only use any given Ability for an NSA once per scene. Third, while an NSA can be used as part of a flurry, multiple NSAs cannot be used in the same flurry. Finally, since the abilities used for non-standard attacks are not designed for combat the only Charms that can normally be used to enhance them are Excellencies – however, a well-stunted and plausible use of a non-Excellency Charm should be permitted.
In exchange for these drawbacks NSAs have certain advantages over regular attacks. First, they always use a lower DV than a normal attack (usually c. 1/3 lower). Second, a successful non-standard attack will always have some effect on the target, even if the actual damage roll comes up with few or no successes. Finally, there is a greater degree of “stunt insurance” for NSAs than for regular attacks, so that narrated events are less subject to the whims of chance.
Examples
These examples are neither exhaustive nor comprehensive, they are merely suggestions.
- Athletics
- The character pushes something tall and heavy over onto his target such as a stone pillar or pile of broken masonry.
- The character runs between obstacles, forcing the chasing opponent to crash into them.
- Awareness
- The character strikes at a weak spot or unarmoured point on his opponent.
- The character knows where his opponent, who means to strike from concealment, is and readies a blow.
- Craft
- The character’s comprehension of the inner workings and gears of his opponent allow him to disrupt its smooth operation with his blow. (Best used against clockwork and mechanical enemies.)
- Dodge
- The character goads or tricks his opponent into attacking and avoids the blow at the last second, the effects of which have deleterious effects on the opponent.
- Larceny
- The character steals a power-crystal or some other vital part from his opponent, reducing his combat ability.
- Medicine
- The character’s strike hits a vital organ or nerve junction, inflicting severe pain or other effects. (Best used against human or mostly-human opponents.)
- Occult
- The character attacks a chakra point or similar convergence of Essence, causing severe disruption to his target’s Charms and abilities. (Best used against Essence-based opponents such as demons & elementals.)
- Stealth
- The character strikes his opponent from concealment, fading away after the attack.
- Survival
- The character tricks his opponent into revealing an unarmoured or weakened spot in its tough hide. (Best used against natural or mostly-natural bestial opponents.)