Difference between revisions of "XerExaltedLite/FastExtras"
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== Fast Extras == | == Fast Extras == | ||
− | Extras rules. See [[/BruteSquads|Brute Squads]] for making groups of these faster. For better explanation, I'm including the minor changes needed to keep it in line with 1e rules, and what I perceive the 2e rules will be like, in addition to the changes I'm making with Lite. | + | Extras rules. See [[XerExaltedLite/BruteSquads|Brute Squads]] for making groups of these faster. For better explanation, I'm including the minor changes needed to keep it in line with 1e rules, and what I perceive the 2e rules will be like, in addition to the changes I'm making with Lite. |
1. Extras do not roll for initiative. They go on their Initiative Value. | 1. Extras do not roll for initiative. They go on their Initiative Value. |
Latest revision as of 04:53, 9 June 2010
Fast Extras
Extras rules. See Brute Squads for making groups of these faster. For better explanation, I'm including the minor changes needed to keep it in line with 1e rules, and what I perceive the 2e rules will be like, in addition to the changes I'm making with Lite.
1. Extras do not roll for initiative. They go on their Initiative Value.
- In the core rules (1e or 2e), this is the lower of their Wits or Dexterity score.
- In Lite, this is half the lower of their Wits or Dexterity (rounding down).
2. Extras have a defensive value, which is the number of extra successes needed to strike them.
- This is identicle to the Defensive Value in Exalted 2nd Edition. If using 1st edition rules, simply treat it as an increase to the difficulty to hit, but they make no dodge rolls.
- Defensive Value is the lower of their (Dexterity or Parry (Melee for 1e/2e)) or lower of (Dexterity or Dodge), -1 if they do not use a shield.
- If using 1st edition rules, extras do not attack in a turn that they have been attacked (to balance #2). In addition, in 1e rules, they do not gain the benefit of their DV after they have made an attack.
4. Extras typically only have one health level. Extras die when they recieve two Lethal, or a single Aggravated wound.
- Using 1st edition rules, they have -4/Incap/Deadx10/Bloody Mist for health levels.
- Players are free to use extra successes to reduce, instead of increase, the damage they do - to only send them unconscious, for example.
5. Extras have an attack rating - typically between 1 (loser) and 8 (elite) dice, based on their Dexterity + Attack skill. These are the only dice that extras ever get to roll.
- If using 1st edition rules - PG or Core - Extras never split their die pool.
- If using 2e or Lite rules, Extras whos AV is equal to or less than their target's DV automatically miss.
6. Extras are not garaunteed to do damage. Their minimum damage is zero.
- Note: Typically only animals, common mortals, common ghosts, and zombies are Extras. First Circle Demons, common Raksha, and Small Gods need to be so grouped on a spirit-by-spirit basis.
Example Extra
- Name: Stupid Thug
- Attack Value: 5
- Damage Value: 4L
- Defensive Value: 2
- Initiative Value: 1
- Soak: 3L/3B
That's it. There's a reason they are called Extras. You can also write an Extra stat block as:
- Militia Man: A4/4L/D2/I2/3L/3B
I should note that damage and soak works quite differently in Lite, so if you're paying attention to the project you will notice that sample critters and weapons are going to have low Damage Ratings.