Addition: Defend Others
Adopted from the Official White Wolf Scroll of Errata (Wiki Link)
- Without Charms, defending another individual is a Speed 5, DV -1 Miscellaneous Action
- It requires that the character be able to reach the ward (1 tick of movement or dash, though Dash will be a flurry),
- The Ward can run away or to the protector as he/she wishes, this would modify this distance
- So if a Ward that is faster than you doesn't want to be protected, you won't be able to catch up, so you cannot defend them thus.
- The Ward can run away or to the protector as he/she wishes, this would modify this distance
- It can be flurried but requires the defender to be able to reach ward within the tick/action
- If possible it is best if the Wards all meet him half way
- It also requires the character to be able to interdict the attack
- Cannot use Perfect Dodge since that just moves himself out of the way (Even if he tries to rams/grabs the Ward out of the way if he uses Perfect Dodge he would end up "dodging" the Ward)
- Cannot use bare hands to parry a lethal attack without a stunt
- Cannot normally parry Environemental Effects
- etc.
- Then the protector can roll his defense skill modified by the ward's DV.
- Simply put, you add the successes you get on the Dexterity + Dodge/Melee/etc. to the defender's DV
- The 2 DVs does not have to be the same.
- You can block the attack while the ward duck behind you (Parry + Dodge DV)
- You can grab the ward and you both jump (Dodge + Dodge DV)
- You can both parry (Parry + Parry DV)
- You can push the ward out of the way while he tries to parry the attack (Dodge + Parry)
- A Botch on this roll applies half the dice pool as negative DV to the Ward
- This is a straight modifier and not rolled
- If the attack achieves threshold by more than the modifier applied to the DV then the attacker can chose to damage either protector or ward
- This means in the case of a botch, if he hit, he can always choose to damage either person (0 > negative value)
- Otherwise he deals damage to the protector
- Team Work adds 1 Dice to the protector's dice pool
- If attacker hits then he can choose to damage anyone in the team
- He would still need to overcome the DV modifier as threshold to damage the ward
E.g: Let say Alabaster tries to get Flawless Oak out of the way of an attack. Flawless Oak did not see the attack coming, thus he has 0 DV. Alabaster rolls his Dexterity + Dodge and gets 5 successes, Flawless Oak now have a DV of 5. The sniper rolls his attack roll and gets 6 successes. He successfully hit despite the interference but he was not skillful enough to compensate for Alabaster's fast action (only 1 threshold, he needed 5 threshold to hit Flawless Oak) and instead hit the selfless Alabaster.
Side effect of this ruling is of course this:
- Perfect Parry is king at defending others (since you always successfully parry the attack)
- Perfect Soak is 2nd best (since you still can save the target if the attacker did not roll high enough)
- Perfect Dodge cannot be used to protect others
page revision: 1, last edited: 17 May 2012 23:00