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ShatteredPrism:Rules Book
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===Reactions=== ;Reactions / Defense:Whenever an action or attack is directed at another character, the character so targeted gets to react to that action on the same Turn, with some exceptions. Examples of Reactions to attacks include Dodge, Deflect, or Absorb (Which is to say the character does nothing and simply takes the hit). Other Reactions (such as defensive powers, skills, or abilities) may also be used. ;Dodge:By burning extra Energy to attempt to dodge an attack, a defender may inflict a penalty to the roll of the attacker. For every X points of Energy burned in a dodge, the attacker suffers a 1 to their TN, thus making it harder to hit. The exact amount of Energy burned *must* be declared before the Attacker makes his roll however. While almost all Melee attacks can be dodged by anyone, only those with special abilities, accelerated reflexes or speed can dodge firearms attacks. Those with higher than average speeds (17 20) can also have the option of dodging low velocity projectiles like thrown objects, and manual powered missiles (bows, slings, etc). ;Desperation Dodge:As can be seen in the above dodge rules, it may be possible for the Result of an attacker’s roll to be higher than the Reactor’s default Target Number, thus making them incapable of both rolling under their Target *and* over the Result. In cases such as this, the Reactor can either Deflect, Absorb, or else attempt a Desperation Dodge. To do this, the character must spend Stamina points in order to raise their *own* Target Number sufficiently to enable them to both roll under their Target and over the Result. ;Parry / Deflect:Deflect is the attempt by the defender to interpose some object between the attack and themselves. This object can be almost anything, a shield, a weapon, a table, or any other object which has been picked up and placed between the character and the attack. Deflect is an *optional* reaction to an incoming attack, and can only be performed if certain conditions are met; the main condition being that the character must already be holding an appropriate object (Or use some sort of ‘quick draw’ skill if the object is on their person but not yet readied). Deflect is carried out similar to a dodge, but if an attacker manages to succeed, a portion of the damage can be negated. By burning Energy a defender may inflict a penalty to the roll of the attacker. For every Y Energy (half Dodge cost) burned in a Deflect move the attacker suffers 1 to their TN. In simple rules, a successful deflect negates only 25% of the incoming damage. If using the optional rules for degrees of success, better success on the part of the Attacker can decrease this deflection value to a min of 10% of damage deflected, conversely poorer successes can increase the value deflected to as high as 75%. In advanced rules, the amount of damage negated is applied to the object used to deflect the attack, and can cause some objects to break thereafter in a manner similar to Armor. ;Absorb:This is simply the passive reaction used when the player wishes not to, or is incapable of, deal with the attack actively. No opposing roll is made, and damage is dealt with normally.
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