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.
- Initiative- Each individual involved in combat makes a base Awareness Roll, modified by any applicable Upgrades.
- Each player rolls 1D10 and adds it to Perception.
- Highest roll performs first, with the last action of the Combat Round being performed by the person with the lowest roll.
- The Narrator notes this order and enforces it.
- 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
- The acting player declares his or her Action in a descriptive way.
- 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.
- Next Turn.
- 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.
- Quick Attack - A Quick Attack is an Attack made under less-than-ideal circumstances. Squeezing off a shot while seeking cover, taking a swipe at the enemy as one moves to more a favorable position, or a jab that follows a dash towards one's opponent would all be good examples. Quick Attacks are penalized with both increased Difficulty (-3 to Attack Roll) and lowered Damage (-1 Damage, with a minimum of 1).
- Normal Attack - Normal Attacks are those that have the attacker's full attention. Aiming before firing, focusing before striking, and putting the entire body into an uppercut are prime examples. Normal Attacks are made without penalties to Attack Roll or Damage, save in special cases as might be outlined by the Narrator.
- Advanced
Attack - Advanced Attacks require certain prerequisites (such as a
successful Grapple Attack on the previous round) or time to prepare (such
as having spent the previous round aiming).
More information on Advanced Attacks Coming Soon... - Active Defend - Active Defense might save one's bacon or throw it in the fire. Rather than Passive defense which takes into account one's Awareness and reflexes (Dexterity), Active Defending makes use of training. One may perform an Active Defense either as their declared action for the round, or may abort to an Active Defense and skip their coming turn for the round. Yes, that means that a character who has already acted this Turn may not Active Defend. Base Passive Defense is unmodifiable, save by environment (terrain, weather, line-of-sight), but Active Defense allows one to take advantage of combat training and/or special Powers. When you hope you don't get hit: Passive. When your life depends on not getting hit, an Active Defense might be the better choice.
- Multiple
Actions - Some, but not all, characters may be able to perform
multiple actions in a Combat Round. Generally this will be due to
Superhuman Powers, Advantages, or other effects.
More information on Multiple Actions Coming Soon...
Last Updated:
Tuesday, October 07, 2008
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