diff --git a/First_Blood.tex b/First_Blood.tex index 3fcf38c9bd3b2d71aeedf5d083413c70186934b6..e9c23fbaff375c272d834fe8e61a6bd5a92b3e79 100644 --- a/First_Blood.tex +++ b/First_Blood.tex @@ -1093,9 +1093,9 @@ Heavy weapons are those with a Weight Rating of -1 or greater. Smaller weapons, \subsection{Quick Actions} -Quick Actions can interrupt the usual Initiative priorities. Any time someone attempts a Quick Action, just so long as they have some Initiative score left, can take their action immediately. If two characters interrupt the Initiative flow with Quick Actions then whoever currently has the highest Initiative Score goes first. +\gls{quickaction} can interrupt the usual Initiative priorities. Any time someone attempts a Quick Action, they take their action immediately, even if they have a negative Initiative score. If two characters interrupt the Initiative flow with Quick Actions then whoever currently has the highest Initiative Score goes first. -Quick Actions allow characters to guard someone as soon as they see an attack impending upon a friend, or to run away before someone approaches them. +Quick Actions allow characters to guard someone as soon as they see an attack impending upon a friend, to defend against missile attacks, or to shout a few words. \subsubsection{Defence as Action} @@ -1494,16 +1494,18 @@ A successful roll implies the character can break the grapple and move freely, o If you guard someone by standing in front of them then all attacks have to go through you first.\footnote{This includes missile attacks only if you could otherwise evade them.} Any enemy making a successful attack on you can choose to damage you, or to make another roll (as a free action, costing no Initiative) at their real target. -\subsection{Half Swording} +\subsection{Half Swording}\index{Combat!Half Swording} -\index{Combat!Half Swording}It is possible to hold a sword by the blade and use the guard to bludgeon one's opponent. This manoeuvre allows the weapon's Speed Bonus to be added to its Damage instead. It takes 2 Initiative points to change how one holds the sword. +It is possible to hold a sword by the blade and use the guard to bludgeon one's opponent. This manoeuvre allows the weapon's Speed Bonus to be added to its Damage instead. It takes 2 Initiative points to change how one holds the sword. -\subsection{Holding Off} -\index{Combat!Holding Off}Anyone can wait to see what the battle brings -- the character simply lowers their Initiative and can jump in at any point, acting at one Initiative higher than a declared action. This can be used to defend people by moving in front of them, or to identify and then attack a spellcaster by waiting until someone casts a spell. +\subsection{Holding Off}\index{Combat!Holding Off} + +Anyone can wait to see what the battle brings -- the character simply lowers their Initiative and can jump in at any point, acting at one Initiative higher than a declared action. For example, someone might hold off their action at Initiative 5. They wait for the enemy to attack at Initiative 3 and notices that one of them is attempting to use a magical item. Immediately they retroactively performs an action at Initiative 4. \subsection{Keeping Edgy}\label{edgy} + \index{Keeping Edgy}The character can take a moment to note their \index{Dodge!Long-range}long-range surroundings, including archers and potential spell casters. This takes only 2 Initiative points and for the rest of the \gls{round}, any time the character is being fired upon in combat they can use their basic Speed Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball. Spells which simply target people by gaze or magical effects such as polymorphing are unaffected. \subsection{Passing Attacks}