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Alternate Diceless Blocking Rules
A variation on blocking attacks for Active Exploits.
Contributor: Precis IntermediaCreated: Feb 18, 2005Modified: Jun 23, 2005System: Active Exploits Diceless

These optional rules can be used to alter the amount of damage inflicted in an attack (using advanced task resolution) rather than negating the attack entirely.
1.  Determine the outcome of the attack task using normal modifiers and difficulties. Disregard all modifiers associated with blocking.
2.  The defender must attempt to block, using a difficulty value equal to the amount of overkill achieved by the attacker. Attempts to block weapons that cause fatigue receive +2diff and weapons that cause injury receive +4diff when the defender is unarmed.
3.  For each point of overkill the defender achieves, convert one grade of injury to fatigue. If the attack inflicts only fatigue (or all injury has been coverted to fatigue and there is remaining overkill to be applied), each point of overkill reduces the amount of fatigue sustained by one grade.

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