House Rules and rule summary
Join Battle
Wits + Awareness. Highest number goes first. Order is determined by difference of Join Battle Successes. In case of tie, highest Epic Wits wins. In case of second tie, highest Mundane Dex wins.
Dodge Value (DV)
DV = (Dexterity + Athletics + Legend) / 2 (Round up)
Parry DV = (Dex + Brawl/Melee + Weapon's Defense) / 2 (Round up)
Attack and Damage
Attack = Dexterity + Ability + Weapon Accuracy
Melee & Strength-based Ranged Damage = Strength + Weapon Damage + Threshold Successes + 1
Gun Damage = Weapon Damage + Threshold +1
Threshold successes is how many successes the Attack roll exceeded the target's DV.
Damage against inanimate objects is not rolled. Each die past the object's soak represents 1 level of damage.
Wound penalties represent the penalty you take on all rolls, movement and DV.
Aim
Speed: 3
DV: -1
Can be interrupted.
Character draws a bead on the target, or waits for the perfect moment to strike. At the end of the action, player gains +3 to their next declared attack roll.
Attack
Speed: Varies
DV: Varies
Normal ranged, melee or magic attack. Speed is based on weapon used. DV Penalty is usually -1, but circumstances vary.
A character may choose to make two attacks as a single action (either attacking one target twice, or two targets once). Speed of the attack is the higher of the two attacks, with a DV penalty of -2, and a dice pool penalty of -4.
If you attack two targets at once, make one attack roll and compare to each target. If attacking one target twice, apply the attack penalty to the weaker roll.
Coordinate Assault
Speed: 5
DV: -2
Player rolls Charisma + Command. Each success = 2 people (including self) coordinator can command in assault. Against all attacks, target suffers DV penalty equal to the lesser of the number of attackers, or the number of successes rolled. Those taking part in the assault must wait until the coordinator's next attack.
Dash
Speed: 3
DV: -2
Diceless action (normal actions taken during this suffer a -2 penalty)
Character runs (Dexterity + 6) yards per tick (3 ticks).
Guard
Speed: 3
DV: 0
Can be interrupted.
Just as it sounds. Doing nothing but taking a defensive stance.
Misc. Actions
Speed: 5*
DV: Varies
Pretty much anything not listed here is considered a Miscellaneous Action. Speed is typically 5 unless otherwise stated. Most Misc. Actions have DV penalty of -1. Examples of Misc. Actions include Boons, Driving, Getting an object, Jumping.
Autofire
Some firearms have the capacity for extended fire.
Short burst: Add 1 die to the attack roll. Cannot be part of multiple attacks.
Long burst: Add 2 die to the attack roll. Can be part of multiple attacks.
Crippling Attack
Difficulty: +2 (Add 2 to the target's DV)
As with Pulling a Blow, player may choose how many levels of damage to apply. However, if enough successes were rolled to kill the target, player may inflict a Disabling Wound as well.
Disarming
Difficulty: +2
If the attack is successful, instead of apply damage, player may have the target's weapon fly away 1ft per threshold success. If threshold success is 5+, player may dictate direction of flight.
Fierce Blow
Difficulty: +2
Increases attack's DV penalty by 1.
Character tries to inflict as much damage as possible.
Bashing weapons add 3 to damage rolls.
Lethal/Aggravated weapons add 2 to damage rolls.
Flat of the Blade
Difficulty: +1
Decreases Raw Damage by 2.
Character can inflict B instead of L damage.
Grappling
Dexterity/Strength + Brawl Vs Target's choice of DV
If successful, 3 options are available.
Hold: Pins victim without harm. Next round contested rolls are made to determine who has control.
Break Hold: Can toss target a number of yards equal to Strength (triggers a check vs knockdown), make target Prone, or break cleanly.
Crush: Inflicts harm on target. Deals damage as normal, with clinch having a 0B damage value.
Pulling a Blow
Difficulty: +1
After damage is rolled, player may decide how many levels to apply to a minimum of 1.
Sweep
Character pulls, kicks or otherwise knocks the target off their feet. Deals no damage, but if the attack is successful it automatically causes knockdown.
The "Zorro"
Difficulty: +2*
The player pulls off some fantastic or near impossible attack. This attack deals no damage, but achieves some kind of desired effect. Effects, such as shooting the fake mustache off someone's lip, leaving a custom scar, or many of the hundreds of things done in movies.
*Some attacks, like injecting someone through tough armor increases difficulty.