XerExaltedLite/FastExtras
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.