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Version vom 4. März 2014, 23:35 Uhr von Onkl (Diskussion | Beiträge) (Created page with "=Extra Ready [25]= Kromm Quotes [http://forums.sjgames.com/showpost.php?p=351374&postcount=9 1] [http://forums.sjgames.com/showpost.php?p=1507411&postcount=23 2] Each level ...")
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Extra Ready [25]

Kromm Quotes 1 2

Each level of Extra Ready works as a "free" Ready, similar in spirit to a Fast-Draw roll or a use of a perk like Grip Mastery, Quick-Sheathe, Quick-Swap, or Reach Mastery. You could use a free Ready to prepare an unready weapon, change weapon reach, or swap hands at the start of your turn, and then take an actual maneuver with it . . . or attack with a weapon that becomes unready and then Ready for free so that it's available for parrying immediately and for attacking next turn . . . or make Ready maneuver count as two Ready maneuvers, whether that means taking a full Ready with each hand (instead of using the Dual Ready perk), squeezing two seconds of cocking a crossbow into one second, or cramming two seconds of pulling a shield or rifle off your back into one second . . . or perform a stunt such as opening a door (a free Ready) and instantly attacking through it. Think of it as "fast hands." If you don't want to be that flexible, then you can take Single Skill, -20% to limit it to just one combat skill, and then various degress of Accessibility to restrict it to a small subset of Ready types.