Hey gang, I'm pretty sure I've mentioned a few times that I'm adjusting the way canon rules work for this game, I only started finding out some of the problems with the edition I use after I'd been using it for a while so I'm gradually phasing out the fiddly bits in favor of some homebrew.

In particular, let me just summarize how attacking and defending works so we have it all written down somewhere.

When you attack, your dice pool is your Dexterity + the relevant combat ability [Martial Arts, Melee, Archery etc.], + your weapon/attack's accuracy [if any] + any relevant specialty + stunt dice - any penalties.

So for instance, Lanying throwing a punch has 14 dice, [5 Dex + 5 Martial Arts + 2 accuracy for punching + 2 stunt dice]. After taking an attack action, another thing that comes into play is any defense bonus or penalty that action might involve. For instance, swinging a tetsubo-

-then reduces both of of your defense values [parry and dodge] by 3 as its defense bonus is -3 because it's so freaking heavy. Punching on the other hand requires bringing your arms up in front of you, and so increases your defense by 1, while kicking is awkward, and thus reduces your DVs by 1.

But then flurries get involved.

And shit gets weird.

Flurrying is taking multiple actions on a single turn, and really the only limit to the number of actions is your dicepool for making them, but each TYPE of action has it's own Rate, which is the number of times that action can be taken in a single turn. Grappling for instance has a rate of 1, while punches have a rate of 3 and kicks have a rate of 2. So Lanying for instance, could kick at someone twice, punch at them 2 times, try to grapple them once and then punch them, all on the same turn.

HOWEVER, each action you take in a flurry reduces your DVs by 1, plus any DV penalties the actions inflict [swinging a tetsubo twice is so ungainly for example, that it would leave pretty much anyone totally open to all attacks] and the TOTAL NUMBER of actions in the flurry determines the dice penalty each action will face, but fortunately it follows a really simple mathematical progression: The first action in a flurry loses a number of dice equal to the total amount of actions in the flurry, and then each action after it adds 1 to the penalty.

FOR INSTANCE, if Lanying DID do the flurry I listed above, her first kick would be at a 6 dice penalty [6 dice in total] her second would be at a 7 penalty [5 dice], her first punch would be at 8 [6 dice in total due to 4 plus 2 accuracy] her second punch would be at a 9 penalty [5 dice] her grapple attempt would be at a 10 penalty [4 dice] and her final punch would be at an 11 penalty [3 dice].

THAT SOUNDS PRETTY USELESS DOESN'T IT? What's she supposed to do with 3 measly dice?? WELL every attack in a flurry that's directed at the same character gives that character a cumulative -1 DV penalty against the flurryer[?] so let's say the target had a highest DV of 5 against Lanying, by the end of it they'd be at a flat zero by the time she tried punch them, leaving them totally exposed should she roll even a single success, which she could guarantee by spending a willpower point or buying some successes or extra dice using an excellency!