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Optional Rule by Wilhelm Fitzpatrick Tricks are intended to replace Special Maneuvers with a more general system limited only by player creativity. They are inspired by the similar Tricks rule in Savage Worlds, and the Tunnels & Trolls idea of using Saving Rolls to seek creative advantage in combat. When it is a players turn to act within a battle, instead of making a standard attack roll, they may instead describe their character taking some other sort of action designed to temporarily advantage themselves or another hero, or to temporarily disadvantage an opponent. The trick is resolved as an immediate simple contest, with success granting the desired effect and failure carrying the usual penalties (typically impairment). The player selects the exact effect of the advantage (or disadvantage) they are seeking, and should accompany that with plausible and colorful narration of the action their hero is taking. The Antagonist is within their rights to disallow a trick if the player cannot plausibly describe how it plays out on the field of battle. The types of outcomes include:
Any of these outcomes may also be assigned to another hero, with that hero's assent. The Antagonist is responsible for determining the ability being used in the challenge, and the level of opposition. If the action described by the player directly affects the opponent, then the opponent's name and ability dice should be used to resist it. If the action affects the environment, the Antagonist uses a base 2d6 opposition, which may then be raised as normal using Strife. Strife may also be paid to attach a harmful outcome if the action is failed. After the Antagonist has set and stated the opposition to the trick action, the player always has the right to decide not to pursue the action. The player may also involve other abilities by the use of the standard creative ability rules. Example Tricks
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