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===Die Mechanic and Combat=== Currently the theorized way that the die pools work is using a pool of D10s with an unmodified cap of 8 for maximum normal skill (modified by kungfu and what not). There will be a fixed target number (say 6) while rolling pairs will lead towards either combat effects or the gain of combat chi. Of note, triples do not count as anything other than a pair, while a quadruple counts as two pairs and so forth. <I>For example, the Red Dragon Hong Long is attacking the Blue Emperor. His die pool happens to be 7 (6 + 1 for his magic sword). He rolls a 8, 1, 1, 2, 7, 7, 9. In this roll Hong Long has 4 successes (7, 7, 8, 9) and 2 pairs (1 1, 7 7) The pairs can be used to generate battle effects or momentum, while the successes count for passing the passive defensive threshold.</I> By the exchange of attacks and the rolling of multiples, a person builds up his resevoir of energy with which to unleash combat techniques. This method should allow for the emulation of the cinematics in wuxia movies. Momentum can be exchanged for AP or Virtue points at a very bad rate of some sort. There also is a cap on how much momentum that a character can generate. Each character in a round has a certain amount of AP, 3 for now that allow them to do actions during the round. Initiative is a derived stat and is non-rolled though it can be modified by styles. Only in the case where initiative is contested is it rolled. To contest initiative, one character must spend 1 AP to move ahead of someone while that particular someone may spend 1 AP to counter it, and thus the rolling. A character can spend a Virtue point to add that particular Virtue's rating to his die pool. Damage is calculated by rolling 1d10, pairs can be used to add an extra die to the roll or to be used with effects. <BR><BR>
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