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Guide To Combatv 0.5
Guide To Combatv 0.5
“Round of limelights”
Until each PC
has had 1
limelight
Determine
Possible Limelight Re-sync at end of
Start Limelight End
surprise check per PC set of limelights
Sequence
Until end
From then on, the limelight sequence is fixed for all Rounds of
Limelights in the scene.
• But a PC may spend a Drama point to Steal the Limelight, exactly as
above (i.e. if they have not already been in that round of limelights)
Blade - Guide to Combat 3
Overview
Until suitably
dramatic event
Aggressive…
• e.g. charging
• Or holding body/weapon in a way that maximises attacking options
• If first manoeuvre is an attack, get +2 to MP
• If first manoeuver is a defence, AC is increased by 2
Defensive…
• e.g. bracing against a charge
• Or holding body/weapon in a way that maximises defensive options
• If first manoeuvre is a defence, get +2 to MP
• If first manoeuver is an attack, AC is increased by 2
Neutral…
• Default option, favoured by many because it leaves options open
• No effect on MP or activation costs
Two Defences…
• Opponents circle round each other for a round.
• Go back to choosing stances…
Two Attacks…
• Nearly simultaneous attacks
• Need to determine which blow lands first.
• Normally results in a very short combat, one way or another
Exchange A Exchange B
It is possible for the ‘defender’ to take a big risk and attack anyway.
This normally exposes them to the risk of hoping to survive an
undefended blow before attacking (if still possible)
The second cases is during the regular ebb and flow of combat. In
this case, if the defender wants to brazenly attack..
• there is an AC of half opponent’s DG for a defender to attack.
• And then any other ACs
• Opponent’s attack resolved first, then defender’s if still able.
• If defender inflicts a higher wound level than opponent, he gains
initiative. Otherwise, initiative stays with opponent.
Against 3 foes, if • Against 2 opponents, with one or more successes you need face only rolls are
used. If the
at very start of one opponent this round first is
battle, QoS is one • Against 3 (or more) successful,
less, until any foe
is engaged in • With 2 successes you need face only two foes this round the next gets
QoS as a
combat. • With 3 successes you need face only one foe this round bonus
Limelight Knockdown
Combat
round
Detail Wound effects can indicate the need for a Knockdown check
Use the appropriate ‘combined attribute’ for the Check, requiring
the success level indicated by the Wound Tables.
Knockdown consequences – you fall prone…
Lose half full Pool (round down)
E.g. if pool is 13, you lose 6
Do this after wound effects have been applied
This could mean you go negative – handle as normal
If fail another KD Check, loose half MP again
To get back up, must ‘win’ an exchange in a way that would allow
you to become aggressor. Then you have the choice of
Get to feet but remain defender
Stay prone but become aggressor
Limelight Knockout
Combat
Detail
round