December 13, 2007

House Rules

Feint: Roll Feint + Finesse and call as many raises as you wish. If you hit your opponent, your opponent must call the same number of raises as you did, to actively defend.

Example: Player A attacks Player B with a Feint. Player B has a TN of 15 to be hit. Player A calls 2 raises (+5 per raise). Players A's new TN is 25 and he rolls a 26. Player A hits Player B. Player B wants to Actively defend. To succeed in his Active Defense, he must roll a 36 or higher. 26, plus 2 raise (36).

Double Parry: A double-parry is a parrying with two blades (usually a fencing weapon and a main gauche) crossed before you. You may declare that you are using this Knack instead of an ordinary Parry as an Active Defense. Success grants one free Drama die, which can be used on your next action. For every Rank with this maneuver allows you to hold this dice one action longer. Drama die carries over from round to round as long as you don't exceed the number of actions. In any event if you do not use the Drama die by the end of it's action phase, you lose it.

Example: You have 3 Ranks with Double-Parry. On your first action you successfully perform a Double-Parry. You have a DD to be used on one of your next 3 actions.

Aiming (for any weapons that you are skilled with that are thrown, fired, shot, etc.): You may sacrifice an action dice to gain an unkept die (+1K0) to be used on your next attack roll. More then one action may be sacrificed, but sacrificed actions not used by the end of the round are lost. If you perform any action other then attacking or take a Dramatic wound, you lose the bonus die or dice.

Example: A character has Panache of 4, so he has 4 actions every round. He could first Aim, then Shoot, then Aim, then Shoot. Or, he could Aim, Aim, Aim, Shoot -- or any similar combination, provided he could do so without having to reload or draw.

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