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Post by CJ on Feb 9, 2008 5:18:16 GMT -5
INTERRUPTING The best defense is a good offense, at least if you have the higher Speed. If an enemy is attacking you or an ally, you can choose to give them a nasty surprise and attack at the same time, hopefully knocking them out of their own attack, while at the same time striking good and hard yourself because they were caught offguard. Interrupt attempts have two possible outcomes;
Interrupter wins Speed Check against attacker - SUCCESS Attacker wins Speed Check against interrupter - FAILURE
If multiple people are attempting an Interrupt at the same time (provided they are in proper position to do so), then all of the attackers who win their Speed Checks will succeed, and all those who don't will fail. These two groups will be calculated seperately as group attacks (or single attacks, if only one succeeds/failed)
EXAMPLE - Bob (40 Speed), Rex (20 Speed), and Saffi (15 Speed) attempt to Interrupt Zomgosaurus (30 Speed) Only Bob has higher Speed, so his attack is calculated as a successful Interrupt attack of the Zomgosaurus. After this is all resolved, Rex and Saffi will attack at the same time, but it will be treated and calced as a normal group attack.
If multiple people attempt to Interrupt but are NOT in proper position to group attack, then the first one to post is the one who gets calced, and the rest get their Act back.
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Post by CJ on Feb 9, 2008 5:18:49 GMT -5
In the case of a Success....
ATTACKER, INTERRUPTED When a target is Interrupted successfully, they have several choices.
Power Through - Continue the attack and hope for the best. You will take full damage from the attack that Interrupted you, and the Interrupters Unbreakable Crit will apply (roll d100 just for this). This isn't really much of an option unless you have No Flinch.
Multitask - Dodge or Defend the attack with half Speed/Defense/SDefense. If you successfully dodge, or reduce stat damage to O with your defense, you can continue the attack, though with halved base power, thereby saving the Act. Otherwise, you still get stopped, but you don't waste an Act aborting.
Pull Your Punch - Spend 1 Act to put the old brakes on, and then react to the attack normally.
Note: If multiple people attempt to Interrupt you, it follows the standard rules for Group Attacking. You can react in the above ways, and it's effects will apply to the standard reactions to group attacks.
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Post by CJ on Feb 9, 2008 5:20:08 GMT -5
The other possibility is that of a failed Interrupt, in which case...
ATTACKER, NOT INTERRUPTED
Fairly simple, the only wrench in the works is whether the target of the enemy's attack is the one interrupting, or if it's one of their friends.
If the Interrupter is not the actual TARGET of the attack being interrupted, then that's that. The target reacts normally to the attack, and the enemy then reacts normally to the attack meant to Interrupt them.
If the Interruptor IS the actual target of the attack being Interrupted, things get more dire. They get back the Act they used to Interrupt, but they instantly take full damage of the attack they failed to stop, as well as being open to the attackers Unbreakable Crit chance (roll a d100 solely for this purpose) Note: The exception to this rule is if YOU fail but someone ELSE manages it. Then you just finish the attack after the resolution, and it is calced normally.
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