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 | + | Extras rules. See [[/BruteSquads|Brute Squads]] for making groups of these faster. |
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. | ||
− | * | + | * This is half their Wits + Dexterity, and they have Strike Last. |
− | + | 2. Extras do not have parry, dodge, or any sort of defensive pool. They have a defensive score, which is the number of extra successes needed to strike them. | |
− | 2. Extras have a defensive | + | * Defensive score is half their dodge or parry pool, -1 if they do not use a shield. |
− | * | + | 3. Extras do not attack in a turn that they have been attacked (to balance #2) |
− | + | * | |
− | + | 4. Extras typically only have two health levels, and if one is filled, imposes a +2 penalty. Extras die when all of their health levels are Lethal, or if they receive a single Aggravated wound. | |
− | 4. Extras typically only have one | ||
− | |||
* Players are free to use extra successes to reduce, instead of increase, the damage they do - to only send them unconscious, for example. | * 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 | + | 5. Extras have an attack rating - typically between 1 (loser) and 8 (elite) dice. These are the only dice that extras ever get to roll. |
− | * | + | * |
− | + | 6. Extras are not garaunteed to do damage. | |
− | 6. Extras are not garaunteed to do damage | ||
* 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. | * 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. | ||
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== Comments == | == Comments == |
Revision as of 22:47, 13 February 2005
Fast Extras
Extras rules. See Brute Squads for making groups of these faster.
1. Extras do not roll for initiative. They go on their Initiative Value.
- This is half their Wits + Dexterity, and they have Strike Last.
2. Extras do not have parry, dodge, or any sort of defensive pool. They have a defensive score, which is the number of extra successes needed to strike them.
- Defensive score is half their dodge or parry pool, -1 if they do not use a shield.
3. Extras do not attack in a turn that they have been attacked (to balance #2)
4. Extras typically only have two health levels, and if one is filled, imposes a +2 penalty. Extras die when all of their health levels are Lethal, or if they receive a single Aggravated wound.
- 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. These are the only dice that extras ever get to roll.
6. Extras are not garaunteed to do damage.
- 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.