NAA D6: Special Combat Rule Advantages

A few of the special combat rules are supposed to be hard to pull off. Therefore I tied both to the Degrees of Success rules, meaning that not only do you have to declare the attempt and succeed on a roll, you have to have a high enough skill that you can rack up enough success levels to be able to disarm or sunder something. This means that it is ordinarily something that doesn’t happen too often, and you also cannot retry it constantly if you fail. That being said, advantages in NAA D6 can solve some of this. You want to execute a disarm or a sunder against an enemy? Try some of these on for size. These advantages allow you to spend resources to once in a while do better at some of the more difficult of the special combat rules. As always when the next edition comes out sometime in like, September or October, or some other far-off time, this stuff will be there, by the way.

Cutting Disarm [Combat] (5 XP)
Benefit: Once per scene, when you spend an effort point to bolster a disarm attack, it deals damage like a regular attack with no risks involved as long as the attack is successful, even if the disarming attempt is unsuccessful.

Instant Execution [Combat] (10 XP)
Benefit: Once per scene when you ambush an enemy, you can spend a story point to make an Execution attack. This attack deals 1 Fatality Point worth of damage per degree of success. On a miracle success, this becomes 1d6+1 Fatality Points worth of damage. If your attack roll succeeds, you cannot spend effort points during this scene.

Masterful Disarming [Combat] (5 XP)
Benefit: Once per scene, when you spend an effort point to bolster a disarm attack, you automatically disarm a small weapon, and require 1 less degree of success to disarm a medium or large weapon.

Scarify Equipment [Combat] (5 XP)
Benefit: Whenever you fail a Sunder attack, your opponent becomes Vulnerable 2 for 1 round. If the attack was bolstered by an Effort Point, your opponent becomes Vulnerable 2 until it succeeds on 2 continuous recovery rolls, instead.

Sweeping Disarm [Combat] (5 XP)
Benefit: Once per scene, when you spend an effort point to bolster a disarm attack, if the disarm attack fails, you can reroll it as a normal attack that deals damage, as long as no risks are involved in this reroll.

Timely Sundering [Combat] (5 XP)
Benefit: Once per scene, when you spend an story point to automatically succeed on a Sundering attempt against a small weapon or to require 2 less degrees of success to sunder a medium or large weapon. If you still fail the attempt, you gain 2 Effort Points. Objects of plot importance of any size are still sundered only at the approval of the GM, but should become easier to Sunder with the use of this advantage.



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