Author Topic: Tapping for defense  (Read 852 times)


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Tapping for defense
« on: August 25, 2012, 11:13:26 PM »
Ok just to check how this works.

Lets say we have a Keeper, and he is going all out.

So he declare that he is going to grab the club the guy is attacking him with,
and smash it back into his attacker's ugly face. His action dice are 5 cos he has 5 strength

It comes to combat
He does this, tapping a 5 charges of pewter using all his dice as attack dice, making a pool of 10. He succeeds with a bunch of nudges and messes the guy up.
He now has no dice left for defence.
The dudes buddies, have let loose the arrows they had nocked.
Each time they a roll attack he taps 3 charges of Steel for speed, granting him a dice pool of 3 on each defense roll.
And so he avoids all the arrows but one

Is this right?
A New Dusk: Alloy of Law Adventure Game
With twinborn, compounders, guns, explosives
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Re: Tapping for defense
« Reply #1 on: August 26, 2012, 11:56:46 AM »
Sounds right to me s long as he doesn't cross the 10* his metal rating per round anywhere.