Dodge: Difference between revisions
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Created page with "'''Trait Description:''' ''This trait is important in combat.'' Dodge allows a character to deftly move out of the way of harm. In addition to dodging the daiklaves of Immacul..." |
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'''Trait Effects:''' Someone with Dodge 1 can usually avoid a street urchin's knife or a boulder rolling downhill. Someone with Dodge 3 can avoid the blows of a highly trained mortal warrior. Someone with Dodge 5 can escape harm when fighting an inhumanly skilled cataphract of the Fair Folk. | '''Trait Effects:''' Someone with Dodge 1 can usually avoid a street urchin's knife or a boulder rolling downhill. Someone with Dodge 3 can avoid the blows of a highly trained mortal warrior. Someone with Dodge 5 can escape harm when fighting an inhumanly skilled cataphract of the Fair Folk. | ||
==Dramatic Rules for Dodge== | |||
{{Fighting}} | |||
{{unfinished}} | |||
[[Category:Dodge]] | [[Category:Dodge]] | ||
[[Category:Night Caste]] | [[Category:Night Caste]] |
Revision as of 21:30, 7 January 2020
Trait Description: This trait is important in combat. Dodge allows a character to deftly move out of the way of harm. In addition to dodging the daiklaves of Immaculate monks and the claws of behemoths, characters can also use dodge to escape harm from rockslides, avalanches, deadly First Age traps and other inanimate sources of harm.
Specialties: Multiple Opponents, Animal Attacks, On Slippery or Unstable Terrain, When Unarmed
Trait Effects: Someone with Dodge 1 can usually avoid a street urchin's knife or a boulder rolling downhill. Someone with Dodge 3 can avoid the blows of a highly trained mortal warrior. Someone with Dodge 5 can escape harm when fighting an inhumanly skilled cataphract of the Fair Folk.
Dramatic Rules for Dodge
Fighting (Archery, Dodge, Martial Arts, Melee, Thrown)
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