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Evading

700 bytes removed, 23:48, 3 October 2023
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'''Evading''' (or '''Evasion''') is the name of a '''non-combat skill''', representing a character's ability to make evasive movesmaneuvers, including such as parrying and counter-attacks.
= Requirements =
== Dodge ==
A character may attempt performing to perform a '''Dodge''' (or '''Dodging''') as a non-combat action for the turn. Dodge implies the use of evasive manuvers maneuvers to avoid being hit by incoming attacks, or parrying manuvers maneuvers to stop them from dealing any damage. In practice, the game considers that there is no difference between dodging and parrying.
A character attempting to Dodge must "target" an enemy creature, in order will attempt to try and dodge any incoming attacks coming from attack that enemy for comes their way, without the turnneed to "target" a specific source. Dodge works against both melee and ranged attacks.
If When Dodging, a character attempting may attempt Dodge has correctly guessed that their target enemy is going to attack checks against every creature targeting them, then . A Dodge checks are check is resolved during the enemy's turn, and goes as follows:
* Combat checks are resolved normally, until the amount of hits and misses has been counted.
* Before resolving damage, the dodging character makes a certain amount of '''Dodge checks'''; the quantity depends on skill level. A Dodge check is '''2d6+[[Agility|Agi]]'''. Critical success occurs on a '''12''', success Successes occur between '''7 and 1112''', and failure between '''2 and 6'''.** A critical Every success can be spent to transform turns every standard and inaccurate hit into a '''anymiss''' of the enemy's hits (even a and every critical hit), into a miss.** A success can be spent to lower an enemy's hit by one tier; it will transform a critical hit into a regular hit, a hit into an ''inaccurate hit, and an inaccurate hit into a miss. Multiple successes can be stacked together onto the same enemy attack to reduce it by multiple tiers; e.g. spending 2 successful Dodge checks onto a hit to reduce it into a miss'''.
** Failures have no effect.
* After resolving Dodge checks and cancelled hits, the total amount of hits and misses is adjusted, and the rest of the turn can be resolved normally.
* Bonus: If at least one success occurred, the dodging character is allowed to make a [[Combat mode#Non-combat action|non-combat movement]] to another Side of the Battlespace before the turn ends, for free.
Example: Anna has Basic level in Evading and an [[Agility]] of '''+1'''. She is in on Side 1, and about to enter a fight with a marauder armed with an [[MP5K]] located in Side 2. However, she has no suitable weapons to deal with him, and unluckily, she cannot take [[cover]] as there is none on her Side. He is about to open fire on himher, so she prepares to Dodge his incoming fire.
* Turn order is as follows: Anna (Dodge, [[IS]] 0), Marauder (Attack Anna with MP5K, [[IS]] 5)
* Anna prepares to Dodge and targets the Marauder. Being the only enemy in the room, the guess is automatically correct, so she will get to make Dodge checks.
* The Marauder opens fire with his MP5K, firing in full-auto at Anna's chest. The GM opts to make him fire a short burst, so they roll 1d8 and gets '''6'''; the Marauder will fire 6 rounds.
* The GM makes the attack rolls for those six shots, and gets '''6, 6, 8, 11, 5, 7''', which translates into 4 misses, 1 inaccurate hit, and 1 hit.
* Anna now gets to roll her '''Dodge checks'''. At her skill level, she is allowed to roll three, and since she has [[Agility|Agi]] +1, she gets to roll '''2d6+1''' three times. She gets '''74, 7, 10'''. That is three two successes! She spends one of them to reduce They cancel the inaccurate hit into a miss, and the remaining two are spent on the hit, reducing it transforming the Marauder's attack string into another misssix misses.
* Thanks to her quick reflexes (and a little bit of luck), Anna was able to dodge an entire string of fire and avoid being struck by two bullets. The turn now ends and Anna is unscathed for now, but the Marauder still has 24 rounds to go... She chooses to use her bonus non-combat movement in order to jump into the Marauder's Side, on Side 2.
A '''Counter''' (or '''counter-attack''') is a move that can be performed if certain conditions are met.
To be eligible to perform a Counter, your character mustmeet these requirements:* Have successfully performed At least 1 success during a Dodge, without using check* Did not use the bonus non-combat movement
* Have a weapon or be able to perform some kind of attack; and if melee, you must already be on the same Side as your opponent
Example: Anna is now on the second turn of her fight against the marauder, and the two are now on the same side. The marauder makes another attempt at firing a burst at Anna, and Anna once again prepares to Dodge. He fires seven rounds, rolls 2 inaccurate hits; Anna rolls 3 successes, and spends 2 to turn them into misses. She successfully Dodged, and is now eligible for a Counter.
* Anna has nothing but her fists and feet - this is the reason why she dodged and rolled into her enemy's Side in the previous turn.
* Anna has Basic level in Evading, restricting her max attacks per turn to 1 during a Counter. She opts to try and [[kick]] her opponent in the nutsgroin, attacking a [[Limb groups|WEAK POINT]]. Despite the fact it imparts a [[FT]] +2 penalty, there aren't many other options available, and she hopes to deal a lot of damage this way.* Anna makes her attack roll and is fortunate enough to roll a '''12''': critical hit! She has 110% Strength, and rolling '''[[Tsuchinoko (bot)|&crithit]]''' gives an additional 1.5x damage effect - her kick's power was multiplied, in total, by 3.3 (x1.1 from Strength, x2 from aiming at a weak point, x1.5 as a critical hit bonus). The Anna managed to inflict heavy damage to the Marauder, who wears [[List of human clothing and armor|cargo pants]], receives ; a total of '''76% [[Pain]]''' (23 x 1.1 x 1.5 x 2, rounded). The limb damage check for a kick is 1d8-1; the GM rolls 4, multiplies by 3.3 then rounds to nearest, obtaining a total of and '''13 [[Limb damage |damage]] to the hips'''. ! The marauder is screaming in agony and will probably need medical attention... he is still alive, however, and Anna intends to see the fight through to the end.
* 1 Skill Point for every turn in which a Dodge was performed with at least one success.
* 2 Skill Points for every turn in which a Counter was successfully performed.
* 2 Skill Points for every turn in which a [[Danger close]] check was successfully passed.
{| class="wikitable sortable" style="font-size:10pt;text-align:center"
! Skill level !! SP !! Effects
|-
| Unskilled || 0 || Max '''2 3 Dodge checks''' per turn. Max '''1 attack''' during a Counter.
|-
| Basic || 10 || Max '''3 4 Dodge checks''' per turn. Max '''1 attack''' during a Counter.
|-
| Skilled || 50 || Max '''4 5 Dodge checks''' per turn. Max '''2 attacks''' during a Counter.
|-
| Expert || 100 || Max '''5 6 Dodge checks''' per turn. Max '''2 attacks''' during a Counter.
|-
| Master || 200 || Max '''6 7 Dodge checks''' per turn. Max '''3 attacks''' during a Counter.
|}
[[Category:Abilities]]