Dodge

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Turn Sequence
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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
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Weaponry
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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.


This is a benefit of the mechanic. 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.


This is a drawback of the mechanic. 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.




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.



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