Advanced Mechanics

(work in progress)

Advanced Mechanics

These are optional rules that your GM may choose to use. They add a bit of complexity to the game, so they can make things slow unless you're already familiar with the system.

Dojo

Below a school's entry, it may have one or more Dojo. These are typically alternate Rank 2 and Rank 4 abilities, but sometimes they may replace other ranks. To qualify for a dojo, you must belong to at least one school it modifies and you must possess at minimum the skill ranks, attribute ranks, ring ranks, advantages, and/or disadvantages listed as its requirements. Once you qualify for a dojo, you may enter a dojo as you are entering a new insight rank that correlates to the lowest rank of the dojo. This is typically Rank 2, but in the case of Rank 1 Dojo, they must be taken when you first learn the school (typically at character creation). Then, once you've entered a dojo, you may not leave it unless you leave your basic school as well. So, for example, if a dojo has two techs, you must learn both techs as you meet their rank.

Tactics Pools

A party has a Tactics Pool of variable size that is used to hold Free Raises. When a character would make a test or contest in an encounter, they may spend up to one Free Raise from their Tactics Pool should any remain. As with typical Free Raises, Free Raises from the Tactics Pool must be spent before the dice are rolled. By default, no more than one Free Raise may be spent per test this way. The size of the Tactics Pool is by default equal to the size of the party, and can be increased by techniques and masteries. By default a Tactics Pool is empty at the start of an encounter.

Characters belonging to the same party share the same Tactics Pool. Parties are defined by themselves, and anyone willing to be included can be part of your party, even a character you're unfamiliar with, so long as they're on your side of the fight. However, a character must be part of an Encounter to contribute to a Tactics Pool in any way. Therefor, in situations such as a 1v1 duel, only the duelists contribute to their tactics pools.

To add Free Raises to the party's tactics pool, there is the Battlefield Tactics Complex Action, the Tactical Survey Initiative Action, and the Tactical Strike Maneuver.

Battlefield Tactics - As a complex action you may test Battle(Tactics)/Perception against Target Number 15. If you are successful, add one Free Raise to your party's Tactics Pool.

Battlefield Tactics Maneuvers
Information Density - 2 Raises. When this maneuver is called, add one Free Raise to your party's Tactics Pool.

Attack Maneuvers
Tactical Strike - 2 Raises. When this maneuver is called, add one Free Raise to your party's Tactics Pool.

Initiative Mechanics

At the beginning of the encounter before rolling initiative, each character who was not ambushed chooses one of the following Initiative Actions:

Tactical Survey
Test Battle(Tactics)/Perception against Target Number 15. If you are successful add one Free Raise to your party's Tactics Pool.

Assessment
Choose one character and test (Any Weapon Skill)/Awareness against Target Number 5. If you are successful, learn one thing about the chosen character from the list below. For every 10 your result exceeded the target number, learn one thing about the chosen character from the list below. Each item from this list may be chosen any number of times.

Assessment List
Earth Ring
Any one Attribute's rank
Any one Weapon Skill's rank
Remaining Void Points
Insight Rank

Rush
Gain +0k1 to your initiative roll. Your Armor Target Number is reduced by 5 until the beginning of your second turn.


-Impression system
-Advanced equipment
-Crafting

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