Template:Awareness Dramatic Rules: Difference between revisions
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{{Traps}} | {{Traps}} <noinclude>[[Category:Dramatic Rules]]</noinclude> | ||
<noinclude>[[Category:Dramatic Rules]]</noinclude> |
Latest revision as of 08:58, 15 April 2020
Join Battle
Join Battle is a reflexive action that automatically occurs for all characters at the beginning of combat. It measures a character's responsiveness and readiness when violence breaks out and things turn ugly—how fast can she drop into the mindset of a fighter, and how ready is she to take command of the pace of battle?
Join Battle is a (Wits + Awareness) roll. Count out the successes gained on this roll, then add three. This is your starting Initiative rating in the first round of battle. Because Join Battle is a commonly-used value, a space is provided to record it on your character sheet. Join Battle cannot be botched.
If a character joins the scene in the middle of an alreadyongoing fight, her player immediately rolls Join Battle to determine starting initiative.
Scavenging for More Ammunition
Scavenging for more ammunition is a (Wits + [Awareness, Survival, or War]) action with a difficulty dictated by the Storyteller based on availability of the needed sort of ammunition nearby. Scavenging more arrows might be difficulty 1 to 3 depending on the battlefield, scavenging rocks for a sling is almost certainly always difficulty 1, and scavenging firedust is likely impossible on most battlefields.
Traps
Traps work the same way as environmental hazards, save that characters are allowed a (Perception + Awareness) roll to spot them before setting them off, and they usually take effect instantly, with no ongoing interval.