[X] Accept the offer. He is a scummy Three Named but if there's one thing that is constant about him, is that he is a man of his word. He will actually teach you. He'll just utterly school you in the process. Provided, of course, that you lose against him. Nothing is truly set in stone after all. Start Combat Tutorial. ???
[X] Accept the offer. He is a scummy Three Named but if there's one thing that is constant about him, is that he is a man of his word. He will actually teach you. He'll just utterly school you in the process. Provided, of course, that you lose against him. Nothing is truly set in stone after all. Start Combat Tutorial. ???
[X] Accept the offer. He is a scummy Three Named but if there's one thing that is constant about him, is that he is a man of his word. He will actually teach you. He'll just utterly school you in the process. Provided, of course, that you lose against him. Nothing is truly set in stone after all. Start Combat Tutorial. ???
I suppose
A nerdish curiosity question: What happens if both a Botch and an Inspired Success happen in the same roll? For example: Melee Combat (Sword) -> [1D20] + [1D15] -> 1 (Botch!) + 15 (Inspired Success!) -> 16
As for voter musings, I'm not sure if we actually have to care about "critical throws" too much. The botches don't affect success or failure, which is the thing that matters to me, so I'm pretty happy to have plenty of them to get some narrative flair to our encounters. Getting more dice just to be more consistent with throw results is still a thing though, and should be worth it at least in the disciplines where we are always happy with an average throw result.
To those interested: with 2 dice we have a ~1/5 (19%) chance to get an Inspired Success (and another 1/5 to get a Botch). With 4 dice, we have a ~1/19 (~5%) chance to get an Inspired Success.
Vote:
Acquiring training and getting along with our future superior would make this a decent choice anyway, but that's not all. Out of all possible superiors we could have been offloaded to, this guy doesn't actually seem that bad (at least as of now). He is a man of his word, he recognises Hertz's talent, and he doesn't hold her infamy against her overly much. Sure he doesn't value Hertz as a person but only as a tool, but that's not uncommon from superiors higher in military ranks. As long as he continues to link Hertz's usefulness only to military applications, the relationship should remain mutually beneficial. For those reasons, letting him assert a modicum of superiority over Hertz here isn't a bad thing in the long run, even though it might rankle in the immediate short term.
My mistake, ToBeRead. I had forgotten to reply in midst of my heavy sleeping last night. Thank you once more and yes, I wouldn't mind if you happen to switch it up to a past tense for better read.
It's sorta my writing quirk to make tildes to denote those sort of whimsical inflections. It's a bad habit, much like my ellipsis addiction. I'm trying to cut down on both, but they are a fallback for the time being
That is generally how Winslett fight, yes. She can basically use her sizable Ides reserve to boost through combat encounters. Though as can be seen in the downgrade from 2D35 to 2D25 after one round of fighting, it is something that she might want to try to cut back on, depending on the encounter. Generally, I will decide when Winslett can fight to rush down or to take it to a battle of attrition, though for significant combat encounters, I will let you decide how much magic will be used in said encounters.
They cancel each other out. This also happens if multiple Dice Pools are involved with Botches and Inspired Success. If the number of Dice Pools that Botch exceeds the number of Dice Pools that creates IS, the Botch still occurs, and vice versa.
Also, I accidentally cut a part of the Addendum due to formatting:
Inspired Success and Botches occurs when half or more of the dices in your dice pool register in the top or bottom, respectively, 10% range of the roll results. Achieving Inspired Success allows the roller to gain additional successful effects, though this may not translate to a direct success. Likewise, achieving Botches makes the roller to gain additional negative effects, but if the roller passes a DC or an Opposing Roll, does not translate to a direct failure.
The italicized part was what was missing and has been edited in.
Also, if this state of overwhelming vote continues, I will close the vote in two hours and make an update to make up for my sleep-related absence yesterday.
Right, two hours have passed and vote is closed. Excuse me while I roll some dices and see if madness occurs. If there's no update happening in the next two hours, it means I've gone asleep (again) and it'll be around 12 hours before the update is posted.
Anyway, yeah, it's not like being schooled changes all that much considering we are more mediocre at combat. We learn something, don't actively antagonize the dude who'll be with us in the battlefield, and can take a free shot at him under the guise of sparring.
Anyway, yeah, it's not like being schooled changes all that much considering we are more mediocre at combat. We learn something, don't actively antagonize the dude who'll be with us in the battlefield, and can take a free shot at him under the guise of sparring.
Let me put it this way, the flavour option for Two Named at CharGen 1 that was 'Hard work and luck' is extremely in play.
The bad flipside to this is working the early play-by-play draft is already taxing me up. So I will sleep and do the writing tomorrow when I am not (as) sleepy, which will also cap off the CharGen and in two days, hopefully entering actual turns.
Let me put it this way, the flavour option for Two Named at CharGen 1 that was 'Hard work and luck' is extremely in play.
The bad flipside to this is working the early play-by-play draft is already taxing me up. So I will sleep and do the writing tomorrow when I am not (as) sleepy, which will also cap off the CharGen and in two days, hopefully entering actual turns.
So we beat the shit out of the guy by virtue of tripping out of his range, and our placement of our fists into an area that just so happened to be where his face was.
Let me put it this way, the flavour option for Two Named at CharGen 1 that was 'Hard work and luck' is extremely in play.
The bad flipside to this is working the early play-by-play draft is already taxing me up. So I will sleep and do the writing tomorrow when I am not (as) sleepy, which will also cap off the CharGen and in two days, hopefully entering actual turns.
I tried something new with this highlighting of potential typos. I did them inline, if you prefer it the other way let me know.
You made up your choice after some thought, a somewhat obvious pick after hearing that Francesca is someone you might encounter. 'The Budding Rose of Leyton' is someone who you dearly not wish to as not make an enemy of... though you never don't actually know her actualfeelings wellabout the whole matter between you and Emil. ["Everything you know has been deduced from hearsay and conjecture." Might be worth an additional sentence here?]
As you walked through the dorms, you note that you and her havenever actually met one another. Nor has Emil actually openly addressed your relationship with him to Francesca her. Prudent, but at the same time, doesn't tell you much about the matter. What does tell you some of her feelings is the fact that once every month, a preserved rose is sent to you. A magically preserved rose with a lot of sharp thorns in them. No letters. Just a rose. [side note: I like the rose idea and execution quite a bit.]
Both you and Emil decided that she does hate you. To what extent, neither of you want to know.
Lost in your musings it didn't take long in your musing to get into arrive at the Training Hall. As with many things in Pennsbrooke, it is was quite large, despite being an indoors training room facility. Refractive glass panes, specially treated to be able to be altered in opacity, reflectsreflectedthe nearly-noon summer sun clearly. To the side, you're approached by an aide, who bowed lightly. "Good noon, Second Lieutenant. What's the occasion?" His clipped professional tone helps helpeddistract you offromyour problems, even if that wasn't the intent.
"Training." You said simply, nodding at the aide who leadsthen led you to a side room. In there, you doff your officer's jacket, freeing you from the slightly stuffy garment before grabbing an officer sabre, still within the confines of its scabbard, as well as a holstered revolver. Your potent Ides Potential allows you some leniency in terms of what weapons you are allowed to wield. In close quarters, the more powerful auto-revolver with its higher caliber allowsallowedyou to deliver more impact. Provided, of course that you don't forget to layer a strengthening Formulae on your left wrist and forearm. "Do prepare the Phantoms. I am in themood offorsome...[ ]light practices."
"Certainly." You were left in peace to equip your two new weapons, affixing the scabbard ontoyour belt before filling your revolver with blanksbullets. You then exit exitedthe room and into the open, where the aide waited for you. "Second Lieutenant, how many Phantoms do you wish to fight against?"
"Let's start with five, I want a more severe warm-up." The aide nodded, before revealing an Ides Code, a wand of sorts in his hand. With a wave, a gust of wind swirled in front of you, heralding the appearance of the Phantoms. Ghastly in aesthetics, these misty figures arewerethe fighting partners of a lot of soldiers wishing to train themselves. Infused with the fighting styles of warriors, capable of transmitting the force and impact without actually marring flesh (to a noticeable degree),.these areSave for actual people, they werethe perfect exercisesparring partners, save for actual people to spar with. Pennsbrooke's Phantoms areweremodeled after Wollenfrei's Knights of old, armed with swords and blast-shields or halberds with gun-mounts. Formidable armoured foes, who doesdidnot dissipate after one or two hits being hit once or twice.
Without further ado, you setreadied both your blade and yourgun out, preparing to match yourselfagainst them.
And you'reIf you were quite honest, your first strikes doesn'tdidn't go as well as itthey could have. Moving in an organized fashion, the Phantoms met your charge head on. A shield intercepted your strike as two more pushpushed you back, leaving you open to the two halberds, whowhichsimply skewered your stomach before you could fire your guns. In a real fight, at least. In here, you feelfelttwo cold phantom pain feelings hit your gut.
"Would you like me to reduce the numbers, Second Lieutenant?" The aide said as he poured tea to a waiting cup next to you. The Phantoms waitwaited, almost expectantly, for you to resume your training.
"No need, keep the tea warm for me." If simple strength willwouldnot do it, then perhaps you needneededactual magic.
Your Ides sputtered to life as you lunge lungedup, ephemeral wings flapping flappedbehind your back, before swooping down in [Maybe 'to'? 'in' sounds weird; I'd just remove it] the middle of the formations. The duo of phantom halberdiers jabjabbedtheir weapons up, but only succeeding to grazesucceeded in grazing your sides. And aAfter that moment, you're in their midst. You quickly block blockedone longsword, the impact pushing you back an appreciable degree as the halberdiers theydecidedecidedto box you in with the shafts of their weapons instead.
Fortunately, you didn't intend to run. With innate precision and speed half-aided by your Ides, your left arm moved, shooting two of the swordsmen right in their helmet. The impact, fully aided with your Ides, simply shattered the headwear, the two Phantoms dissipated in a misty moment as you line linedup your third shot at the last swordsman. He raised his shield, the blow shattering thatitinstead of his head.
Now, you're fighting with three Phantoms instead. [Personally I would word this as something like "Now you'd have to fight three instead of two" or "Now there's only three left" depending on the tone you're going for]
Round Three
Melee Combat (Sword) -> [2d20] + [2d25] -> [12+20] + [11 + 11] -> 38 [side note: is this a math error or is it just me? 11+11+12+20 = 54 not 38]
Ranged Combat (Revolver) -> [1d20+1d15] + [2d25] -> [15+3] + [24 + 8] -> 50
And tThree Phantoms areweremuch more manageable than five, as evidenced by you dashing out of the strikestrikingrange of thetheirweapons. Bereft of shields, you take the opportunity to fire the threeremaining threeblanks at the Phantoms. Normal blanks would not have hadthe range to hit, but aided with Ides, they sailsailedthrough the air before exploding their breastplates. Medieval knights, they may be, but powerful and penetrating caliber bullets wouldfell anyone and they dissipatewould dissipate Phantoms with similar ease.
"Excellent work." The aide said as he clapped politely. You looked around, seeing your spectacle having hadgathered a small number of onlookers, in particularmany of the junior cadets in particular. "Not bad at all, would you take thelike some tea, Second Lieutenant?"
"Certai-"
"Hold up a second, Mistress." You whirl whirledaround, to face facing a blonde man with green eyes, carryingwho carried himself with a swagger and with an ornatelycostumizedcustomizedlever-action rifle held at his side.
"Good day First Lieutenant Karomavich, you haven't gotten have you not receivedyour posting orders yet?"
"On the contrary, Mistress, I have. And as a matter of fact, I would like to extend my congratulations on your postings to the 46th Company and that I will be looking forward to our joint assignment together."
You blink blinkedat that. "You mean..."
He smiled, lookingand looked at you with a rather sharp glint in his eye. "Yes, you'll be my second in the front. Have no fear," He said with a flourish. "for though you may be far from the loving embrace of your man, I will be sure to keep you in good health and spirits."
You stop stoppedyourself from bristling at that. Karomavich Hor-Herren iswasone of the many Three Named who hadmade you their target. Unlike most, the Hor-Herren decided that you are wereworth the holding attention of paying attention to. He recognizesrecognized the merit of your hardworking hardwork, just like your Patron and Emil had. Unlike them, he decided that it means meantthat you are werenothing but ana usefultool. [One of those weird cases where 'a' goes before a vowel because the vowel makes the sound 'yoos' and 'y' is a consonant in this case... though in other cases it's a vowel sound, English is weird.]
"I can keep tohandlemyself well, as you can see with my demonstrationjust sawwith the Phantoms."
"Aha, rightly so." He chuckled. "Your skills with Ides is arewell-known, yes. But your skills without it isarelacking. If you wouldn't mind, I could perhaps teach you some fighting styles. Let's say,call it a bonding exercise before we head to the real battlefield."
[X] Accept the offer. He is a scummy Three Named but if there's one thing that is constant about him, is that he is a man of his word. He willactually teach you. He'll just utterly school you in the process. Provided, of course, that you lose against him. Nothing is truly set in stone after all. Start Combat Tutorial. ???
---
"Yeah sure. I'll accept your lecture." You said as you reload your revolver. "What's the rule?"
"Submission sounds fine for you, Mistress?" He said as he affixes his bayonet. Like many Three Named, Karamovich decided to fight using an Ides Code. Unlike most, his take shape in the form of a lever-action rifle. Filigrees of silver and gold swirls around the hard oaken frame. "We'll make a small exception to the no magic rule in that if you'll allow me my personal barrier, I'll allow you yours."
You flip the revolver chamber back in place. His words does have some merits. Blank hurts still and having woven Formulae protecting the both of you would be appreciated. Of course, it also meant that by the submission rule, until one of you two yield or literally pass out from exhaustion, the fight continues. And having barriers does protract the fight "Sure thing." You said, watching as a much sizable crowd of cadets to graduated officers to even academy instructors arrive to watch you fight. Two more aides flank your original aide, quickly erecting a dome-like barrier for situations such as these. And of course, like any fights, betting pools are formed already.
You push that aside as you coalesce your Ides, pushing it outward of you in a gust of wind. All around you, nearly unseen, is a barrier of wind. Any attacks made against you would be, in theory, glanced over, mitigating any damage against you. Likewise, the Hor-Herren prepared himself, wearing a pair of gloves, no doubt Ides Code of their own and equipping a ring on his left ring-finger. As soon as he did the latter, a triangular mesh of latticework surrounds him.
Reflex is an abstraction of the capability for characters to not be hit in combat, be it by using certain Ides Codes, Formulaes, combat skills, the titular reflexes themselves, or by simply taking cover. Every character has four Reflex Pips/Points, which may be increased or reduced temporary through actions or happenstances. Permanent increase or decrease of the Reflex Points, while rare, may occur. Each depleted pips are represented by damages that does not hinder combat effectiveness, which may vary from one person to another.
Reflex Pips are consumed when a character fails a check in combat, sufficient failures leads to a bypass from Reflex Pips to Health Pips. Reflex Pips regenerate when a character is out of combat or uses certain means to regenerate their pips.
Reflex Pips can be bypassed in several ways, chiefly through attacks from an unknown angle or when the character does not realize that they are being targeted in the first place.
"So, first lesson, Second Lieutenant," You steady yourself. The fact that he's addressing you with your title means that he's no longer being nonsensical. "The first thing is to know yourself and your enemy. Tell the audience about our match-up."
Battlefield Awareness: [2d15] -> 10 + 12 -> 22 Success. Confers +1 to every dice pool rolls.
You narrow your eyes. He's basically trying to make you say how utterly unmatched you are in this fight to basically everyone. Well, this is to be expected. "Well for starters, my barrier is a more evasive type than yours, First Lieutenant. It can glance melee blows so that the hit is not as direct as it could be. in contrast, your barrier is more firmer. It can well stop my autorevolver bullets, unless I'm firing from up close, which is also where the latticework will create friction between our two barriers."
"And what of our close combat capabilities?"
"In many ways..." You hold back the feeling of wanting to punch Karamovich in the face, "You are my superior. Your mastery with the Ides Code is noted throughout Pennsbrooke, what with your completely unorthodox style of fighting. Your formal dueling record track that you have fifteen wins, three ties, and five losses."
"Soon to be sixteen, then." He said as he held his rifle in a ready stance.
"I think you're mistaken, First Lieutenant." You prepare your pair of weaponry. "Sixth loss."
He chuckled at that. "Do stop jesting," His eyes focuses on you. "It's unbecoming in a duel."
Your Ides-less bound is far less impressive than your previous attempt and as you close your distance, Karamovich is already waiting. "Lesson two," He said, locking bayonet with your sword. "Being unorthodox," You dodge in time as the crack of the rifle resounded through your ears, it had been pointed straight at your chest. The blank hit your shoulder instead. You did not have the time to properly the hit as pain flared in your gut, from being punched directly by the Three Named's left hook. "Pays well. Being fluid and able to reach new heights is better than sinking in mediocrity."
You didn't catch most of what he said, on account of being driven back and being put in a coughing fit. But you get it.
It meant that you have to be a bit more open about this sort of thing. With a wordless yell, you surge on. Your charge was hit by the barrel of the Ides Code. The block was what you intended though, as you step inside his guard and slam your left foot against his right. The duelist's instinct is to step back, but you're adding your own weight to his own, trying to topple him down. With a rough push, you and Karamovich fall down, his back hitting the floor straight on. You hear as golden triangular Ides dissipates from the impact. In response, however, the Hor-Herren just grinned at you. "Very good, but...you're not unorthodox enough." With a swipe of his prone leg, he swiped you down...
...and as you felt the dull pain in your gut, you realize that a bayonet has lodged itself inside of you. Before you could do anything but hack blood, the filigree of the Ides Code lightened up. And you know that you're in for a world of hurt. A hypothesis proven after you hear three quick cracks of gunfire, followed by three sharp pain on your gut, a loosening of grip of your revolver, a sensation of flying through the air, and lastly, hitting the ground on your side.
Health Pips are the measure of wellbeing in combat. Health Pips are reduced when all Reflex Pips are exhausted or when Inspiring Success meets a Botch, if applicable.
At four pips, a character is fully combat capable, with no ill effects.
At three pips, a character is combat-impaired, with penalties to dice checks.
At two pips, a character should be unconscious or severely incapacitated, with severe penalties to dice checks.
At one pip, a character is at the brink of death, they are virtually incapable of using their dices.
At zero pip, the character is dead.
These are general rules and through Formulae, Ides Codes, or sheer skill, some of these rules might be waived aside.
"Ow." Was all you can mutter. The pain subsided as the barrier acted as a pain nullifier, at the expense of lowering the capability for it to deflect attacks. You shakily stood up, barely catching a thrown revolver from Karamovich. "Not submitting?" You look at him, looking not very worse for wear with the only sign of him being in that exchange is his audible panting from exhaustion, coupled by the smoke wafting from the gun barrel as well as his gloves.
"No-" You spit a gob of blood on the floor before wiping your mouth with your left forearm. "Not yielding yet. Is this not a lesson? Never to surrender, that is." That elicited some chuckles from the Three Named.
"That is true, that's lesson number three then. But then we have lesson number four, fighting unto death is not an ideal." And this time, the duelist charged at you.
You try to met his clash but the sheer speed of the charge meant that your defense suffers. Your guard was contemptuously set aside by a strong bat from the rifle before, with a practical flourish, the barrel of the rifle is pointed straight at your head. "Good duel."
click.
Despite the near-silent sound, the Training Hall, for a short moment, became silent.
'The gun jammed.' Karamovich must have thought, the overclocking he did to fire three rounds into your stomach had its drawback. But more importantly...
'The gun jammed.' You thought as your body simply moved, your revolver and sword gripped all the more tighter.
He tries to stab you with the bayonet, only for you to weave into his guard, your womanly stature helping you in that endeavor.
He tries to swing the stock, attempting to slam it to your head and knock you straight unconscious, but that failed as well.
You, on the other hand, surges for the counterattack. Using the pommel of the blade as a rudimentary knuckle-duster is a well-known dueling trick, one that you utliize effectively as you bash it straight at his jaw with a high punch, before following it up with a slash across his right cheek. Of course, that was just your sword.
Your revolver is much more powerful than it. You cock the hammer back, just as the barrel is pressed directly into Karamovich's heart.
"Ah." Was all that he could say as he is hit by the revolver blast, the modified blank round knocking him against the far boundary of the dueling dome with the sound of a powerful thunderclap. You can see the latticework that protected him before simply shattering like glass before dissipating into thin air.
D-Did you won? You look at Karamovich, who is rousing himself up, head most likely concussed after the impact with the boundary. You need to finish this. You're not going to last long, and neither would the Hor-Herren, with your current level of injuries. The both of you gazed at the other's eyes, informing the other the conclusion of the only way this duel can end.
A single hit would decide it.
Karamovich have with him a lever-action rifle, the perfect weapon at this range. But it was jammed.
You have an auto-revolver, the not-so-perfect weapon at this range. But it is reliable.
With that thought, the two of you raised your respective weapons and aimed.
In the end, you were the worse marksmen in the duel. That was your last thought as you topple to the ground, a single shot between your collarbones signaling the end of your duel. The moment you hit the ground, darkness consumed your vision.
---
You awoke to the sound of a moving train. You blearily looked around, before trying to move. That was rewarded by severe cramping in your stomach.
"You'll not want to do that, I don't think." You look to your side, at none other than Karamovich.
"Oh. I lost, huh?"
"Yup." Came the blunt answer, you looked at Karamovich's face. You're fairly certain that you hadn't done anything that bruised his ey- Oh.
"The bruise, was that..."
The Hor-Herren shrugged, his cheerful countenance replaced with a look of contemplation uncharacteristic of him. "Your man was quite furious when he heard that I trounced you in the duel. He was less so furious when I explained to him that you gave it the best you got. He was going to accompany you to Marden but sadly, he was recalled by the Central Command and thus was unable to do so."
You sigh. Not being able to say goodbye to Emil definitely hurts a bit more than that last shot. "That sucks."
"Mhmm. I did tell him not to worry anyway." You blink, pondering what he's getting at. "I can say for certain that his lady is in safe hands, if she fights half as well as she did this noon."
You blink once more. "Karamovich Hor-Herren, are you telling me that you're warming up to me?"
He shrugged once more, trying and failing to hide a small smirk. "Maybe I am, maybe I am not. All I know is that the value of my second-in-command just shot up considerably. I'll take pleasure that I'll have someone to overwork."
You snort at that. "I will fire my revolver at your chest again."
"If you ever want to get trounced, then bring it." His look turn slightly sharp. "Did you learn some lesson after all this though? I'd hate that we did all that and you didn't get anything in your head."
[] You answered that query flatly. "Being unorthodox is hard work... but it is worthwhile." Honestly, you'll probably never reach the peak of unorthodox combat, but you can get reasonably close to that ideal. It helps to actually be a bit unpredictable. Turn Melee Combat Dice Pool from [2d20] to [1d30+1d20] and Ranged Combat Dice Pool from [1d20+1d15] to [1d30+1d15].
[] You considered the query a bit before settling at the answer. "Being unorthodox does have their merits... but there's nothing wrong with mastering the basics either." You somewhat suspect that, as good as Karamovich is, his loss and tie record in duel has something to do with his fighting style being countered in some manner. Turn Melee Combat Dice Pool from [2d20] to [3d10+1d5+5] and Ranged Combat Dice Pool from [1d20+1d15] to [3d10+5].
[X] You considered the query a bit before settling at the answer. "Being unorthodox does have their merits... but there's nothing wrong with mastering the basics either." You somewhat suspect that, as good as Karamovich is, his loss and tie record in duel has something to do with his fighting style being countered in some manner. Turn Melee Combat Dice Pool from [2d20] to [3d10+1d5+5] and Ranged Combat Dice Pool from [1d20+1d15] to [3d10+5].
[X] You considered the query a bit before settling at the answer. "Being unorthodox does have their merits... but there's nothing wrong with mastering the basics either."
How'd it go again...
ah yes.
"It's a problem of accountability."
[X] You answered that query flatly. "Being unorthodox is hard work... but it is worthwhile." Honestly, you'll probably never reach the peak of unorthodox combat, but you can get reasonably close to that ideal. It helps to actually be a bit unpredictable. Turn Melee Combat Dice Pool from [2d20] to [1d30+1d20] and Ranged Combat Dice Pool from [1d20+1d15] to [1d30+1d15].
[X] You considered the query a bit before settling at the answer. "Being unorthodox does have their merits... but there's nothing wrong with mastering the basics either." You somewhat suspect that, as good as Karamovich is, his loss and tie record in duel has something to do with his fighting style being countered in some manner. Turn Melee Combat Dice Pool from [2d20] to [3d10+1d5+5] and Ranged Combat Dice Pool from [1d20+1d15] to [3d10+5].
[x] You answered that query flatly. "Being unorthodox is hard work... but it is worthwhile." Honestly, you'll probably never reach the peak of unorthodox combat, but you can get reasonably close to that ideal. It helps to actually be a bit unpredictable. Turn Melee Combat Dice Pool from [2d20] to [1d30+1d20] and Ranged Combat Dice Pool from [1d20+1d15] to [1d30+1d15].