Difference between revisions of "FrivYeti/SystemCrackCombat"

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Latest revision as of 20:08, 8 June 2010

Back to System Crack


Combat Rules

For the most part, System Crack uses the standard combat rules. However, a few changes apply:

1) DV penalties apply from the moment that actions are declared. This means that two characters attacking one another in the same tick reduce their DVs for one anothers' attacks.

2) Flurries resolve one action at a time; each person acting in a tick resolves their first action in their flurry, then each person resolves their second, and so on. Each 'step' of the flurry resolves simultaneously. Wound penalties from a flurry do not apply until the end of a tick, but if a flurry renders actions invalid (by killing the opponent, or if the target moves out of range), further attacks cannot take place.

3) Disarms apply a -2 internal penalty to attack rolls, not an external penalty. They are otherwise identical.

4) Exalts who are reduced to Dying do not automatically die. Instead, they roll Stamina + Resistance at difficulty 2, as usual to stop bleeding. If they succeed, they do not lose further Dying health levels. Healing one health level returns a Dying character to Incapacitated, regardless of how many Dying levels they have taken. Mortals have a much slimmer chance of survival; they roll Stamina + Resistance at difficulty 4. Success slow their Dying level loss to one per minute, allowing a chance for medical care to save them.

5) Characters taking a Guard action gain +1 DV. Characters can place a single Guard action into a flurry; it must always be the first action taken (with the lowest multiple action penalty). No more than one Guard action may be thus placed.