All Combinations gain the following two system benefits: all damage scored by the Maneuvers in a Combination are cumulative insofar as determining whether or not the opponent is Dazed each follow-up technique after the first gains a +2 bonus to Initiative (cumulative to any modifiers the Maneuver may already have, but not cumulative over the succession of each Combined Maneuver).Ĭombinations are gained by the character automatically. The Maneuvers must also be played in the same predetermined (and well practiced) order each time to gain these benefits. If the character's follow-up is interrupted or the player chooses to do something else, the benefits of the Combination are forfeit. Basic Maneuvers may be combined with Special Maneuvers, or a Combination may be all Basic or Special.Ĭombinations do not occur in the same turn (without Celerity or the like), but in successive turns. Combinations may be made with weaponless Maneuvers or weapon Maneuvers, but Weapon Maneuvers cannot be in the same Combination with a weaponless technique (again, for game balance). A Combination may include two or three Maneuvers and no more (for game balance). Linked together, the character gains a potent method of attack. They are practiced and honed by a character until they are shot off swiftly, almost instinctively. Combinations are groups of successive combat Maneuvers.
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