Difference between revisions of "XerExaltedLite/FastExtras"
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(2e tweakage! And put 1e guidelines back in.) |
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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. 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. | ||
− | * This is | + | * This is the lower of their Wits or Dexterity score. (Odd that this works just fine in Lite and both editions of Exalted). |
− | 2. Extras | + | 2. Extras have a defensive value, which is the number of extra successes needed to strike them. |
− | * Defensive | + | * 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. |
− | 3. Extras do not attack in a turn that they have been attacked (to balance #2) | + | * Defensive Value is half their (Dexterity + Parry (Melee for 1e/2e)) or half (Dexterity + Dodge), -1 if they do not use a shield. |
− | + | 3. Extras think about surviving first and killing second. They always take the tics to recouperate their DV, if they somehow survive. | |
− | 4. Extras typically only have | + | * If using 1st edition rules, extras do not attack in a turn that they have been attacked (to balance #2) |
+ | 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. | * 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. | + | 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. |
− | 6. Extras are not garaunteed to do damage. | + | 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. | * 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 === | ||
+ | * <B>Name:</B> Stupid Thug | ||
+ | * <B>Attack Value:</B> 5 | ||
+ | * <B>Defensive Value:</B> 2 | ||
+ | * <B>Initiative Value:</B> 1 | ||
+ | |||
+ | That's it. There's a reason they are called Extras. You can also write an Extra stat block as:<BR> | ||
+ | <B>Militia:</B> 4/2/2<BR> | ||
== Comments == | == Comments == |
Revision as of 10:24, 24 February 2006
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.
- This is the lower of their Wits or Dexterity score. (Odd that this works just fine in Lite and both editions of Exalted).
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.
- Defensive Value is half their (Dexterity + Parry (Melee for 1e/2e)) or half (Dexterity + Dodge), -1 if they do not use a shield.
3. Extras think about surviving first and killing second. They always take the tics to recouperate their DV, if they somehow survive.
- If using 1st edition rules, extras do not attack in a turn that they have been attacked (to balance #2)
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.
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
- Defensive Value: 2
- Initiative Value: 1
That's it. There's a reason they are called Extras. You can also write an Extra stat block as:
Militia: 4/2/2