House rules
Posted: Mon Jul 12, 2021 11:35 pm
1. Melee weapons and ambidextrous quality.
To attack multiple times its 1 minor action. When using 2 meele weapons you split your dice pool in half, rounded down +2 for each weapon. You may also target 2 targets within range, declared before the first attack action.
2. Melee weapons and ambidextrous quality for full attacks.
To attack multiple times its 1 minor action. You must spend 4 edge to get Anticipation. You may then use full attack pool for each attack. You may also target 2 targets within range, declared before the first attack action.
3. You can only have 1 major and 5 minor actions on your characters turn.
You can gain more then that however and use the extra prior to your turn as minor reactions. Ie you start initiative with 1 major and 6 minor due to augments, you may spend 1 minor prior to your characters turn, or else it becomes only 1 major and 5 minor on your turn.
4. 4 minor actions on you character turn can be traded for a major action, or 1 major for 4 minor.
It may not be changed at initiative time. Only on the characters turn.
5. Each additional initiative die gives you a minor action at time of initiative.
Modifications may also change this. Maximum of 8 minor actions at initiative time.
6. 2 major actions and duel wield and ambidextrous.
You can use each weapon individually with no dice loss (one attack each hand). You can spend 1 minor action and attack twice with each weapon halved +2 as stated above. (4 total attacks, two each hand) You can spend 1 minor action and 7 edge to gain 4 full attacks, as referenced above.
To attack multiple times its 1 minor action. When using 2 meele weapons you split your dice pool in half, rounded down +2 for each weapon. You may also target 2 targets within range, declared before the first attack action.
2. Melee weapons and ambidextrous quality for full attacks.
To attack multiple times its 1 minor action. You must spend 4 edge to get Anticipation. You may then use full attack pool for each attack. You may also target 2 targets within range, declared before the first attack action.
3. You can only have 1 major and 5 minor actions on your characters turn.
You can gain more then that however and use the extra prior to your turn as minor reactions. Ie you start initiative with 1 major and 6 minor due to augments, you may spend 1 minor prior to your characters turn, or else it becomes only 1 major and 5 minor on your turn.
4. 4 minor actions on you character turn can be traded for a major action, or 1 major for 4 minor.
It may not be changed at initiative time. Only on the characters turn.
5. Each additional initiative die gives you a minor action at time of initiative.
Modifications may also change this. Maximum of 8 minor actions at initiative time.
6. 2 major actions and duel wield and ambidextrous.
You can use each weapon individually with no dice loss (one attack each hand). You can spend 1 minor action and attack twice with each weapon halved +2 as stated above. (4 total attacks, two each hand) You can spend 1 minor action and 7 edge to gain 4 full attacks, as referenced above.