Game:L5R Info/Skirmishes
From Understated
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[edit] Sequence of Events
[edit] Initiative
Reflexes + Insight rank, keeping Reflexes.
Choose your stance before making your roll.
[edit] Turns
A character may choose to delay taking their turn, and instead allow the character with the next highest initiative to go.
You can change your stance at the beginning of your turn, before taking any actions.
[edit] Reactions
Before the round ends and the next begin, this stage is basically for certain effects to go. These effects all happen simultaneously.
[edit] Ambush
If you are ambushed, you take a -10 penalty to your initiative.
[edit] Stances
[edit] Attack
No restrictions.
[edit] Full Attack
You cannot take simple or Complex actions other than attacks. Move actions may only be made closer towards enemies. You gain +2k1 to attack rolls. -10 to your Armor TN. If you use a move action, you may move an additional 5 feet.
[edit] Defense
Add Air Ring plus Defense skill rank to your Armor TN. You may not attack.
[edit] Full Defense
Make a Defense/Reflexes roll upon declaration of this stance, and add half the total to your Armor TN. Otherwise, you may only make free actions.
[edit] Center
Take no actions. On the following round, you gain 1k1 plus void ring on any one roll. Also add 10 to initative for that Round only.
[edit] Actions
One Complex action + Free Actions
Or Two Simple Actions + Free actions
[edit] Move Actions
Free Action: 5x Water Ring in feet.
Simple Action: 10x Water Ring in Feet.
A character may not move more than twenty times his water ring in feet.
[edit] Maneuvers
[edit] Called Shot
Limbs are 1 raise, hand or foot with 2 raises, head with 3 raises, ear/eye/finger for 4 raises. GM discretion for exact effect.
[edit] Disarm (3 raises)
Inflicts 2k1 damage. Contested Strength roll to determine whether the target is disarmed. Recovering a dropped weapon requires a simple action.
[edit] Extra Attack (5 raises)
May only be used once per turn. The first attack must be successful.
[edit] Feint (2 raises)
If you are successful, half the amount by which the character's attack roll exceeded the target's armor TN (Taking the 2 raises for his maneuver into account) is added to the damage roll for that attack, to a maximum amount equal to five times the character's insight Rank.
[edit] Guard (0 raises)
Guarding is a simple action. Designate someone within five feet of you. Until your next turn, their Armor TN is increased by 10 and yours is decreased by 5.
[edit] Increased Damage (1 or more raises)
+1k0 to the damage roll.
[edit] Knockdown (2 or 4 ranks)
Contested Strength Roll between the character and target. Success means the target is knocked prone.