Post by Yuko Sayre on Jan 13, 2016 10:01:58 GMT
Maybe just a bit more clarification the text for Berserker says:
What I'm confused on is this part:
I think this is just for when its hit 12. My impression is that you'd roll at the start of that players/Digimon's turn and reduce it by that much, except for the first turn when the result is automatically just -2 (Leaving 10 points left.) I'm also assuming that while the Digimon is under the GMs control the effects don't apply (Being hit and attacking raising the meter.) Although, it might be worth it to keep those on and then just relay on the Tamer calming them back down.
This Digimon now has a Rage Meter, which is not always
present but may be activated as a Simple Action. The
Rage Meter is tracked by 2D6, both starting at 1.
Whenever the Digimon connects with an Attack, it gains
+1 Rage. Whenever it misses with an Attack, it gains +2
Rage. Whenever it is hit by an enemy’s Attack, it gains +2
Rage. If a round of Combat goes by without any Attacks
being used or any enemy attacks connecting, the Digimon
loses 4 Rage. For every point the Digimon has in it’s Rage
Meter, it gains +1 Damage and +1 Armor. However, when
the Rage Meter hits 12, the Digimon comes under the
GM’s control and will generally attack anything on sight
until it’s Rage Meter depletes entirely. In addition, the
Rage Meter may be turned off by the Digimon’s Tamer
making a TN 5+(Rage Meter) Persuade Check. Turning
off the Rage Meter not only forfeits the Digimon’s Simple
Action for that round, but it also cannot be re-activated until the start of the next Combat.
present but may be activated as a Simple Action. The
Rage Meter is tracked by 2D6, both starting at 1.
Whenever the Digimon connects with an Attack, it gains
+1 Rage. Whenever it misses with an Attack, it gains +2
Rage. Whenever it is hit by an enemy’s Attack, it gains +2
Rage. If a round of Combat goes by without any Attacks
being used or any enemy attacks connecting, the Digimon
loses 4 Rage. For every point the Digimon has in it’s Rage
Meter, it gains +1 Damage and +1 Armor. However, when
the Rage Meter hits 12, the Digimon comes under the
GM’s control and will generally attack anything on sight
until it’s Rage Meter depletes entirely. In addition, the
Rage Meter may be turned off by the Digimon’s Tamer
making a TN 5+(Rage Meter) Persuade Check. Turning
off the Rage Meter not only forfeits the Digimon’s Simple
Action for that round, but it also cannot be re-activated until the start of the next Combat.
What I'm confused on is this part:
The Rage Meter is tracked by 2D6, both starting at 1.
I think this is just for when its hit 12. My impression is that you'd roll at the start of that players/Digimon's turn and reduce it by that much, except for the first turn when the result is automatically just -2 (Leaving 10 points left.) I'm also assuming that while the Digimon is under the GMs control the effects don't apply (Being hit and attacking raising the meter.) Although, it might be worth it to keep those on and then just relay on the Tamer calming them back down.