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Post by wildknight on May 21, 2014 20:15:47 GMT -5
1) Roll initiative
2) Person without initiative declares Target, Move and Total Move Bonus
3) Person with initiative declares Target, Move and Total Move Bonus and then rolls for Action/Damage
4) Person without initiative rolls Action/Damage
Winner gains initiative and describes action. Rinse Wash Repeat
(This is to prevent the person without initiative from being at disadvantage by rolling their dice before the person with initiative has to declare their moves. Otherwise when the person without initiative rolls especially low, the other player can add damage dice and stun dice to compensate. This is not how the book intended the game as it declares all rolls happen simultaneously.)
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Post by wildknight on May 23, 2014 15:45:03 GMT -5
Expanded: 1) Roll Initiative Only rolled before the match begins. After the first round, "initiative" is determined by the previous round's maneuver rolls.
Roll Presence + Your choice of one of the following, based on how you're attempting to rile yourself or the crowd up, or your opponent out; Athleticism if you're using acrobatics or showboating
Brawn for a stare down or attempting to bully (your opponent, the ref, whatever)
Power for flexing or a test of strength
Instinct for psyching yourself up or staying focused
or
Flair to taunt or rally the fans
The person with the highest roll seizes the initiative and gets a +2 to their Maneuver Roll on the first round of combat (+4 on an automatic success, +6 on a critical success)
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Post by wildknight on May 23, 2014 20:35:34 GMT -5
2) Person without initiative declares Target, Move and Total Move Bonus
In a two person match, this is pretty simple. The participant who does not have the Initiative declares first, including who they are targeting, what move they're intending to execute, and what their total bonus for that move is.
Determining your Maneuver Roll This is fairly simple. You simply add the following things; The basic maneuver bonus (for instance, the total bonus for the "Backslide" maneuver is +2) The attribute you are using (for instance, for the Backslide you can add your choice of Athleticism, Flair, or Instinct) +1 for every 5 full ranks you have in the appropriate Knowledge (for Backslide: Knowledge: Athletic Maneuvers, Knowledge: Flair Maneuver, or Knowledge: Technical Maneuvers. MUST correspond to the attribute you're using) - your Fatigue penalty + or - any additional modifiers such as an ally attempting to aid you
If there are more than two participants in a match (including tag team partners, managers, valets, referees, etc), everyone declares their choice of maneuver in reverse order, from slowest to fastest. In the first round this is based on the Initiative roll, and in subsequent rounds it is based on the maneuver rolls from the previous round.
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Post by wildknight on May 23, 2014 20:39:20 GMT -5
3) Person with initiative declares Target, Move and Total Move Bonus and then rolls for Action/Damage
Pretty self-explanatory, just like in the previous step.
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Post by wildknight on May 23, 2014 20:42:02 GMT -5
4) Person without initiative rolls Action/Damage
Once everyone has rolled, the totals are compared, and the person with the highest total acts first, narrating the outcome of his action.
You CANNOT act in a round if you have been affected by another player's maneuver already.
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