dodge

Sample specializations: By type of ranged attack (fire combat,
missile weapons, energy weapons, etc.)
Axiom: None for the base skill, specializations have axiom
requirements equal to that of the appropriate skill.
This skill gives its user the ability to avoid gunshots, laser
bolts, and other ranged attacks. Dodge skill can be used in one of
two ways. Only one of the options may be selected by a dodging
character each round.
Passive dodge: during each round of combat, a skilled character
may use his dodge value for the difficulty number of all shots
aimed at him.
Active dodge: instead of selecting a passive dodge, a character
may actively try to avoid being shot. Characters who choose this
option generate an action value with their dodge skill. When rolling
for the total, any bonus number generated which is less than +1 is
treated as a +1. The action total becomes the difficulty number for
all shots taken at the defending character.
Example: A squad of Church Police attacks Alan’s character,
Terrill the magician. Terrill has a dodge value of 11. During each
combat round he can either passively dodge, in which case the
difficulty number for all the laser blasts the Church Police aim at
him is equal to Terrill’s dodge skill of 11 or he can actively dodge,
in which case Alan generates a dodge total, with bonuses less than
+1 being treated as +1.
Alan decides that Terrill will actively dodge and rolls a 7, which
on the bonus chart is a result of -2. Since this is less than +1 it is
ignored and Alan instead adds one to Terrill’s dodge value, to arrive
at an action total of 12. Terrill’s active dodge will always be at least
12 and could be considerably higher if Alan rolls well.

dodge

The Storm Has a Name princeearwig princeearwig