Tri-Stat dX Combat Technique rules addition By Zegon Destructacon, special thanks to NinjaDebugger These abilities are in addition to the normal Combat Technique abilities. Where an original ability is noted, this version superceeds and overwrites the original version. Limits on Combat Technique are not done by level, but by amount of times a particular combat technique is taken. ------------------------------------------------------------------------------- Accuracy Operates as presented, except you may not regularly take any more than X/2 levels in this ability, and penalties are reduced to a minimum of +1, not 0. Blind Fighting Blind Fighting gives a -5 per level bonus while fighting in melee range without sight. This ability must be keyed to a sense - if that sense is blocked or lost, then the Blind Fighting associated with it is not operative either. Blind Fighting has no effect against surprise attacks or undetectable attacks, and only gives a -3 bonus to defense against ranged attacks. The -5 bonus applies to both melee attacks and melee defenses. Blind Fighting will reduce the penalty for fighting blind to a minimum of a +1 penalty. Blind Shooting Blind Shooting gives a -3 per level bonus while fighting at greater than melee range without sight. This ability must be keyed to a sense - if that sense is blocked or lost, then the Blind Fighting associated with it is not operative either. Blind Fighting has no effect against surprise attacks or undetectable attacks. The -3 bonus applies to ranged attacks, ranged defenses, and melee defenses. Blind Shooting will reduce the penalty for fighting blind to a minimum of a +1 penalty. Concealment Operates as presented, except that it gives a -(X+2) bonus against search checks. Extra Two-Weapon Attacks Normally, a character may not attack with two weapons more than once a round, even if they have extra attacks. This combat technique allows them to do so, but they must purchase Two-Weapon Fighting individually for every extra attack that this ability is used for. They must also purchase this ability individually for every attack they apply it to. This ability costs two Combat Technique slots The other limits of two-weapon fighting still apply. For example, a character in the d10 system has three attacks and uses two weapons. Taking this ability once will let them apply their two-weapon fighting ability to the second attack, and a second time will allow them to apply it to their third attack. The second and third two-weapon attacks are considered to have no two-weapon fighting when used until Two-weapon fighting is purchased for each of them individually. So, the character with three attacks purchases three levels of two-weapon fighting for attack 1, attack 2, and attack 3 individually. This results in a net cost of 4 CP in Extra Two-Weapon Attacks, 9 CP in two-weapon fighting, and 16 CP in Extra Attacks (for the extra attacks required). If using two-weapons, each attack is at a +1 penalty. Far Shot The character can make attacks at an extraordinarlly long range. Any ranged weapons and attacks the character makes has its range increased by 40%. This ability may be taken up to X/2 times. Perfect Strike Perfect Strike allows a character to make non-combative called shots with extra-ordinary accuracy. Things like shooting a rope off of someone, attacking with a sword to cut someone's headband off without cutting a hair or head, or using a Stinger Missile to hit an enemy headquarters, and yet leave the catholic shool nearby unscathed. This ability counts as four combat technique slots, and allows the character to perform such feats. Steady Hand In addition to its listed effects, it can also be used to lessen the penalty to hit fast-moving targets. Trick Attack The character is very adept at doing tricks with their attacks which make them harder to defend. Such things would be feints, ricochet shots, and stunt attacks. Each time this ability is taken, the penalties for conducting a Trick Attack are reduced by 2, to a minimum of +1. Trick Defense The character is better at using his defensive actions better to their advantage. Trick Defenses involve trying to get two enemies to shoot eachother by dashing between them, having the enemy cut a roope that then drops a chandelier on them, and so forth. This ability cannot be taken more than X/2 times. Trick Defense cannot reduce the penalty incurred to less than +1. Two-Weapon Fighting Two-Weapon fighting reduces the penalties for fighting with two weapons by 2 for each level taken, to a minimum penalty of +1. If a character has extra attacks, they may use two-weapon fighting with those attacks as well by getting the 'Extra Two-Weapon Attacks' combat technique. Uncanny Dodge The character is very good at defending against surprise attacks and undetectable attacks, often moving out of the way without even thinking about it. Each level gives a -2 bonus to defense against surprise attacks. This ability can only be taken up to X/2 times. Uncanny Dodge's benefit cannot reduce the penalty incurred to less than +2. ------------------------------------------------------------------------------- What effects what comes into play with the Trick Attack, Accuracy, and Steady Hand abilities. Listed below are how the abilities affect what. It should be noted that Accuracy and Trick Attack cannot reduce penalties below +1, while Steady Hand cannot reduce them below 0. If an attack applies penalties from multiple areas, then each of the abilities applies seperately to each penalty, reducing the penalty to a minimum of +1 for each category. So a riccochet shot to the opponent's groin while they're moving at 500 kph can have, at minimum, a penalty of +3. Accuracy: Called shots, attacking targets in cover, hitting a 'weak point', shooting beyond a weapon's range first range increment Steady Hand: Attacking while doing acrobatics, moving while attacking, attacking a moving target, attacking while swimming Trick Attack: Trick attacks, improvised weapon usage, hitting multiple targets with one attack, attacking while prone, combined attacks