You're going to regret uploading that list: I've got a whole heap of questions. Sorry!
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Dodge
This sounds like a really good ability for Glen. What would he have to roll against in order to succeed in dodging? Can he dodge every attack against him, or can he only do it once per turn? If he fails to dodge, can he still parry? What is the difference between Dodge I, Dodge II, and Dodge III?
Dodge is mainly performed to dodge arrows and bolts but you can dodge melee attacks as well. A standard dodge roll is a roll on your base parry value. Each level in dodge adds additional 2 points on parry for dodge rolls. If you fail to dodge you get hit.
PS: Awareness is a requirement for Dodge II. What does that do?
If you roll a bad INI throw. You sacrifice one attack in the round in order to get additional INI points for getting an earlier slot in the attack round. This is important if you want to determine the cause of the fight by spaming things like counter hold, feint and master parry.
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Feint, Clearance Strike, Excursion
If Glen performed a Feint with his left-axe, would he still be able to attack twice in that turn (once with left, once with right), or would the Feint replace the attack with his left hand?
Could a Feint also be a Clearance Strike (ie. a Feint against three targets)? Could Glen perform a Clearance Strike with both axes, or can it only be performed once per turn? Do I roll once for all three enemies, or is there a separate roll to see if I hit each one? What happens if the enemy in the middle parries: does that stop the attack before I hit the third enemy, or does it just save them from damage?
What does Excursion do, aside from sounding like an awesome perk?
Double Strike can never be combined with another offensive perk.
An attack or parry can always be just one manoveur in general.
Clearance Strike splits your attack into one strike with 3 throws but each strike gets a +4 modificator
So first throw is +4, second throw is +8 and the third throw is +12.
Excursion is a series of attacks with which you chain up attacks that force the enemy to trade his own attacks for parries. The second parry is a parry +4 for your enemy. You can only perform this if your INI is higher than the one of your enemy (see Awareness). So if you keep spamming Excursion each round you keep the initiative in battle (you don't get hit) until the enemy performs a special parry move like a Bind or decides not to parry the second strike and instead hit you with a weapon in his left hand.
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Improvised Weapon, Master of Improvisation
You suggested using these skills to turn a grappling hook on a rope into a weapon. How much would I be able to do? Would I only be able to use it as an improvised whip (to trip them up), or could I do something
more fancy? What would I roll against in order to attack with it: or would it depend on what I was trying to do at the time?
With these perks you can do all the things that you would do with the weapon that you want to improvise so more fancy stuff must be something that the rules allow. So in this case a Crush Down, a Knock Over or even a Bind would be possible if you have those perks as well.
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Master Parry, Counter Hold
How does my Master Parry help my next attack? Does it give me a bonus on my next attack roll? Does it weaken my opponent's next parry attempt? If Glen were to make a Master Parry using one of his axes, would the benefit apply to only the next attack, or would it apply for the whole round (both axes)? What if Glen performed a Double Strike on his next attack?
It gives a -2 bonus on all your attacks in the next round against that enemy
If Glen also has Counter Hold, does this counter-strike ability replace the benefit of Master Parry, or does Master Parry still improve his next normal attack? Can I attack twice - once with each axe - during my counter-strike? Can I perform a special attack, like a Heavy Strike, Double Strike, Crush Down, etc.
Counter Hold can't be combined with other perks.
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