Surprise

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Turn Sequence
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
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A fight doesn't always start with two or more would-be combatants standing face to face, with full knowledge that they're all about to throw down. Sure, that occurs when tensions rise through dialogue. A stand-up fight is the very foundation of a duel, showdown or an invitation to step outside. All participants realize that a physical struggle is about to commence, and all can react.

Other times, a fight gets started with at least one party caught by surprise. Someone arranges an ambush for a victim or enemies encounter one another by accident. Under those circumstances, only the quick and the alert react in time to act or defend themselves.

Systems

When your character walks into an ambush or unexpectedly stumbles into an opponent, you must check to see if he can respond. Roll Wits + Composure.

This is information about the mechanic. Obviously, ambushing attackers get to act normally when they spring their trap; no Wits + Composure rolls are made for them.

This is a benefit of the mechanic. Targets already involved in combat cannot be ambushed.

This is a drawback of the mechanic. A character taken by surprise has no Defense in the first turn of combat. His Defense trait is not subtracted from attackers' dice pools. His armor (if any) still is, though.



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