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Fight!

Combat of all forms is designed to run smoothly and very quickly. While the system is far simpler than other RPGs, we believe that play balance has been retained. The combat sequence can be divided into three distinct phases: Initiative, the Combat Round, and Conflict Resolution.

  1. Initiative- Each individual involved in combat makes a base Awareness Roll, modified by any applicable Upgrades.
    1. Each player rolls 1D10 and adds it to Perception.
    2. Highest roll performs first, with the last action of the Combat Round being performed by the person with the lowest roll.
    3. The Narrator notes this order and enforces it.
  2. Combat Round- During this phase of combat, the actual attacks are made and damage is dealt and received. At the beginning of the Combat Round, time flow changes to turn-based. Each participant in the fight gets a turn in which that character may perform a single Action. Each Round corresponds to about three seconds, real time. An Action consists of anything from moving up to one's MOV and performing a Quick Attack, beginning to administer First Aid (which is an Extended Task), Sprinting away from the conflict, or executing a Normal Attack
    1. The acting player declares his or her Action in a descriptive way.
    2. He or she expends any necessary cost(s) and then makes any applicable roll(s). Target (if any) has opportunity to Active Defend and loses next Turn. Results of successful actions are and noted upon the character sheet.
    3. Next Turn.
  3. Conflict Resolution- When all threats have been neutralized, Combat ends immediately and time returns to its normal flow. In other words, turn-based sequences stop and time flow returns to real time at the instant the last goon is defeated.


Last Updated:
Tuesday, October 07, 2008


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