Dodge
From Edge of Darkness Wiki
Turn Sequence | |
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Initiative Surprise | |
General Combat | |
All Out Attack Charging Dodge General Guidelines Fighting Blind Going Prone Touching an Opponent | |
Firearms Combat | |
Aiming Autofire Concealment Firearms Shooting into Close Combat | |
Melee Combat | |
Brawl Grappling Weaponry | |
Equipment | |
Armor Weapons | |
Health | |
Aggravated Bashing Lethal Knockdown Healing | |
Storytelling has three types of actions: Instant, Extended, Dodge and Reflexive.
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Sometimes your character knows that he's in over his head. Too many opponents are arrayed for him to hope to defeat them all. Or he's been hurt badly and needs to avoid any further injury. In such cases, he can dedicate himself to avoiding harm by dodging. Your character's action for a turn is spent anticipating attacks and moving out of harm's way. Double his Defense trait. Thus, if the lowest of your character's Dexterity or Wits is 2, his Dodge trait for the turn is 4. That number is subtracted from incoming close-combat and thrown attacks.
Dodge operates somewhat outside the normal Initiative order of the turn. You can declare a dodge for your character at any time in the turn, even before his place in the roster, assuming he hasn't acted yet.
Your character can do nothing else in a turn in which he dodges except move up to his Speed trait. He can make no attacks.
- Your character's action for the turn is dedicated to dodging for the whole turn. Say you get an 8 Initiative and your character's opponent gets a 10. He attacks your character. You can declare a dodge at "10" in the turn, even though it precedes your "8", and your character is assumed to spend the whole turn evading.
- Assuming your character hasn't acted yet in a turn, you can declare a dodge for him late in the turn. Maybe your Initiative is 6, but you know that a dangerous foe has an even lower standing. Other characters have already acted in the turn, but your character has done nothing thus far. Your Dodge applies to incoming attacks for the remainder of the turn.
Multiple Attackers
As with Defense, if multiple attacks are directed against your character, his Dodge total is reduced by one for each attack after the first. Thus, if his Dodge total is 6, your character's first attacker suffers a -6 penalty. The second suffers a -5, the third suffers a -4, and so on.
And yet, if your character announces a dodge late in a turn, he has been the target of attacks and his Defense has been applied against them, Defense penalties incurred for multiple incoming attacks carry over to your Dodge. Say your character's Defense is 3. He's attacked early in the turn and his Defense is applied in full against it. At your character's stage of Initiative, you declare a dodge for the remainder of the turn. Normally his Dodge total is 6 (3 Defense doubled). Since his Defense has already been applied against one other attack this turn, his Dodge total is reduced to 5. If Defense had been applied against two other attacks earlier in the turn, his Dodge total would be 4 when it is used.
Willpower
As with Defense, you can spend a Willpower point to add two to your character's Dodge against a single attack. So, if your character's Defense is 3 and his Dodge is 6, his Dodge increases to 8 against that single attack. If his Dodge is normally 6 but he has already evaded three attacks this turn (reducing his Dodge to 3), spending a Willpower point increases it to 5 against a single incoming attack.[1]
Firearms
Dodging does not apply against incoming Firearms attacks (unless they are staged within close-combat range; one or two yards -- see p. 152).
Merits
Your character may also possess one or both of the Brawling Dodge and Weaponry Dodge Merits.
- These traits elaborate on the possibilities of dodging.
- They cannot both be used in the same turn.
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