Temp Feint

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| Feint || Confuse II || 6 || For the rest of the Round, and in next two Rounds, the AP cost of all Actions except Steps and Reactions are ''triple'' normal
| Feint || Confuse II || 6 || For the rest of the Round, and in next two Rounds, the AP cost of all Actions except Steps and Reactions are ''triple'' normal
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Revision as of 02:49, 8 April 2012

This is a repository for notes and rules about Feinting in combat, to be tranferred and modified into a complete and proper article at some later point.

Contents

The Basics

Feinting is one more "path to competence" for combat, suitable for characters with good Intepersopnal Intelligence and Thinking Speed, and Perception (Visual), although it should still require Dexterity (Combat). So those should be the main components of the APT Block for the Feint Skill.

Feinting is a Class B Action, meaning a base cost of 8 AP. It does no damage, but may give the Feinter 1 or more Feint Points (FEP) on the target. On 1S to 3S, 1 FEP is given. On 4S to 9S, 2 FEP is given. On 10S+ 3 FEP is given.

Several Feinters can share their FEP on a given target, if they are trained to work togther as a team, or use the same (cultural) fighting style.

FEP don't do anything until they are "collected". Only at the moment of Collection does the Feinter decide what effect he desires. Some Collect Effects are Collected via use of the Feint Skill (as a usual action with base cost 8 AP), while others require the use of one of the Strike Skills (Power, Critical or Precise, base cost 12 or 14 AP)) or Disarm (can't remember the base cost, but probably 10 since it is fairly powerful), r sometimes the regular weapon Skill. In all these cases the AP cost are as per normal, affected by all Stunts and so forth.

The Effects

Strikes or Disarm

Collect Effect FEP Notes
Critical Strike Set Up Critical Strike I 3 -1 RD bonus on both rolls
Critical Strike Set Up Critical Strike II 8 -2 RD bonus on both rolls
Disarm Set Up Disarm I 2 -1 RD bonus
Disarm Set Up Disarm I 6 -2 RD bonus
Power Strike Set Up Power Strike I 4 -1 RD bonus on attack roll and Strength roll
Power Strike Set Up Power Strike II 11 -2 RD bonus on attack roll and Strength roll
Precise Strike Set Up Precise Strike I 3 -1 RD bonus on both rolls
Precise Strike Set Up Precise Strike II 8 -2 RD bonus on both rolls

Weapon Skill

Collect Effect FEP Notes
Weapon Skill Humiliate I 4 The character inflicts a humiliating injury or effect on the target, such as shaving off most or all of the target's beard, or cutting the target's belt so that his trousers drop. The degree of effect depends on how well the weapon Skill roll goes
Weapon Skill Humiliate II 7 As above, but with a -2 RD bonus on the weapon Skill roll. Now the charcter may also choose to give the target a Minor Wound in an embarassing place, which in most cultures is the buttocks (castration attempts are only possible if the target is naked and the haracter is wielding a sword or other cutting weapon)
Weapon Skill Mark Foe 4 The character carves a very simple mark into the foe's skin or clothes, e.g. a letter such as an N or L or V
Weapon Skill Set Up Cleave I 2 The thresholds for spectacular slayings are reduced somewhat
Weapon Skill Set Up Cleave II 7 The threshols for spectacular slaying are reduced somewhat more

Note that Set Up Cleave I and II do not touch the threshold for instant-kill and lower. These remains at 6xHardiness and so forth. Only the higher ones, for beheading, and horizontal, vertical and skull cleave, are lowered.

Feint Skill

Collect Effect FEP Notes
Feint Blind I 5 Target becomes blinded (sand in eyes, or similar) for 6 Rounds, and cannot see at all
Feint Blind II 8 Target becomes blinded for 20 Rounds (2 Minutes) and cannot see at all
Feint Confuse I 3 For the rest of the Round, and in the entire next Round, the AP cost of all Actions except Steps and Reactions are double normal. This means the character should usually not perform any Offensive Actions or Move Actions
Feint Confuse II 6 For the rest of the Round, and in next two Rounds, the AP cost of all Actions except Steps and Reactions are triple normal
Feint
Feint
Feint Shift I 3 The target moves 1 hex in a direction chosen by the Feinter. If there is an obvious permanent reason to not move into that hex, the target may avoid it by rolling for Casual Intelligence and Casual Perception, whichever is higher, and getting 1S or better. For Shift II there is a +2 RD penalty to this roll
Feint Shift II 5
Feint Trip I 4 The target must make a Balance Saving Throw (at +2 RD for Trip II). On a failure, he becomes Prone. On a Partial Save, he loses some AP, 2 AP for Trip, 4 AP for Trip II. If necessaru the lost AP are subtracted from the target's AP total for the next Round

the Save is at a +2 RD penalty

Feint Trip II 6
Collect Effect FEP Notes
Feint
Feint
Feint
Feint
Feint
Feint
Feint
Feint

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