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Evading (or Evasion) is the name of a non-combat skill, representing a character's ability to make evasive maneuvers, such as parrying and counter-attacks.
There are no specific requirements to practice the Evading skill; any creature can perform evading abilities.
The Evading skill covers two abilities: Dodge, and Counter, all covered in the sections below.
A character may attempt to perform a Dodge (or Dodging) as a non-combat action for the turn. Dodge implies the use of evasive maneuvers to avoid being hit by incoming attacks, or parrying 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 will attempt to dodge any attack that comes their way, without the need to "target" a specific source. Dodge works against both melee and ranged attacks.
When Dodging, a character may attempt Dodge checks against every creature targeting them. A Dodge 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+Agi. Successes occur between 7 and 12, and failure between 2 and 6.
- Every success turns one hit or inaccurate hit 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 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 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 her, 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.
- 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 Agi +1, she gets to roll 2d6+1 three times. She gets 4, 7, 10. That is two successes! They cancel the inaccurate hit and the hit, transforming the Marauder's attack string into six 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 must:
- At least 1 success during a Dodge 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
If you meet these requirements, you must signal your intention to perform a Counter.
A Counter can be performed with any weapon or any attack that is not considered an ability or technique, excluding natural attacks; however, on top of any limits placed by ammunition or maximum attacks per turn, there is a limit on the amount of hits allowed during a Counter, which depends on your Evading skill level. Whichever is the smallest maximum attacks per turn is the one that applies for your character.
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 groin, attacking a 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 &crithit gives an additional 1.5x damage effect - in total, Anna managed to inflict heavy damage to the Marauder; a total of 76% Pain and 13 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.
Evading skill levels
Skill Points are granted at varying rates:
- 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.
|Unskilled||0||Max 3 Dodge checks per turn. Max 1 attack during a Counter.|
|Basic||10||Max 4 Dodge checks per turn. Max 1 attack during a Counter.|
|Skilled||50||Max 5 Dodge checks per turn. Max 2 attacks during a Counter.|
|Expert||100||Max 6 Dodge checks per turn. Max 2 attacks during a Counter.|
|Master||200||Max 7 Dodge checks per turn. Max 3 attacks during a Counter.|