The Haste Attribute
By default, all PCs have a Haste value of 0%.
This does not increase automatically. However, many talents, spells, glyphs, and items affect Haste.
Using Haste
The rules are thus:
- To use haste, you roll a check against your Haste percentage, assuming it is higher than 0.
- If you succeed, you may quicken any ability this round.
- You may only quicken one action per round.
Banking Haste
If you fail a Haste check, you may "bank" your Haste, gaining a bonus to your effective Haste percentage next round. You may keep doing this until you succeed; success removes all banked Haste.
Banked Haste resets after 5 rounds.
Example:
- John has a Haste rating of 30%.
- Round 1: he rolls a 45 (failure). He banks 30 points.
- Round 2: his effective haste chance is now 60%. He rolls 92 (failure). He banks 30 points.
- Round 3: his effective haste chance is still 90%. He forgets to check for Haste. Nothing changes.
- Round 4: his effective haste chance is still 90%. He rolls 65 (success). He is allowed to quicken an action this round. His banked haste is reset.
- Round 5: his effective haste chance is 30%.
Haste Bonuses
Sometimes, you may gain a "bonus" of x% Haste. This means you treat your Haste % as x higher than normal.
Specific Haste
Sometimes, you gain specific haste, such as "melee haste" (applies only to melee attack actions), or "spell haste", or even haste specific to a school or individual spell.
To gain specific haste bonuses, you must declare that you are rolling a Haste check with that bonus, specifically to quicken an ability of the specified type.
Specific Haste can be banked, but remains specific.
For example:
- John has a Haste rating of 30%.
- John has +20% melee haste.
- John also has +10% haste to the Devastating Strike maneuver, a melee attack.
- Round 1: John would like to use Haste, but he isn't sure if he wants it to be a melee attack. He rolls 30%. Result: 74 (failure). He banks 30 Haste.
- Round 2: Effective Haste chance: 60%, or 80% melee, or 90% Devastating Strike. John rolls Haste to activate a generic melee attack. Result: 42 out of 80% (success). He succeeds! Banked hasted removed.
- Round 3: Effective Haste chance: 30%, or 50% melee, or 60% Devastating Strike. He rolls to activate Devastating Strike. Result: 78 out of 60% (failure). He banks all haste.
- Round 4: Effective Haste chance: 60%, or 90% melee, or 110% Devastating Strike. He rolls Haste to activate Devastating Strike. Result: cannot fail. Success! All banked Haste removed.
Retroactively Specific Haste
It is against the rules to roll non-specific Haste, and upon seeing a failure, that would have been a success for a specific Haste roll, retroactively declaring it to be a specific Haste roll.
For example:
- John has a Haste rating of 30%.
- John has 20% melee haste.
- Round 1: John rolls a non-specific Haste check (chance: 30%). Result: 42 (failure). 42 would have been a success, were he rolling a melee haste check. However, he did not declare that he was doing so. It would be against the rules to retroactively declare this to have been a specific melee haste check.
Super Haste
When you have more than 100% Haste, you may be able to circumvent the normal rule against not being able to quicken more than one action per round.
When you succeed at a Haste check, you effectively suffer a -100% to all Haste checks for the remainder of the round. Thus, anyone whose Haste is less than 100% would never be able to succeed twice in a round.
However, if your chance is above 100%, you be able to do this.
Example:
- Jill has a Haste rating of 75%.
- Jill has a melee Haste bonus of 50%.
- Round 1: Effective Haste: 75%, or 125% melee.
- Jill takes an automatic success for a specific melee haste roll, and quickens a melee attack.
- Jill's effective Haste for the remainder of this round is -25%, or 25% melee.
- Jill rolls a melee haste check. Result: 5 out of 25% (success). Jill takes yet another quickened melee attack.
- Jill's effective Haste for the remainder of this round is -125%, or -75% melee. She cannot possibly take a third melee attack.
- Round 2: Jill's Haste resets to normal. Effective Haste: 75%, or 125% melee.