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Combat

Sometimes fighting the good fight requires just that - a good fight scene. Combat doesn't have to dominate the game, but once in a while you run into situations that are simply too intense to be solved with words.

Setting the Scene

Every fight scene is composed of two aspects: the combatants, and the environment. A good fight scene is one which utilizes both of these aspects, and the rules presented in this page are meant to keep combat both snappy and engaging.

Before the first blow is swung, make sure that everyone is clear on who will be doing the fighting, and any notable features in the environment. You don't need to have every single object in the area mapped out explicitly, but if there are any major tactical landmarks, they should be pointed out at this point (possibly after a Test using Perception and one of Bow-fu, Combat, or Notice).

Anatomy of a Fight Scene

Combat in this game is meant to be dynamic and cinematic. There's no strict initiative order. Instead, characters take their turns as narratively fitting. Generally, the people going first in combat will be those with the highest Dexterity+Perception value, with the Fast Reaction Time and Situational Awareness each giving an effective +2 bonus on this, but circumstances may change this (someone getting the drop on someone else will almost certainly act first). If it matters, a turn lasts about 5 seconds.

During a character's turn, they may perform a number of actions. Generally, characters may perform one or two actions per turn, as well as any number of defensive actions. Performing 2 actions in a turn imposes a -2 penalty on all Tasks and Tests relating to either action (if you decide to perform a second action after having resolved the first, take a -5 penalty on all rolls for the second action: -2 for the action itself, -2 for the previous action, and -1 for the shame). A character with Dexterity 5 or higher may perform 3 actions, each with a -4 penalty, and for every 2 Dexterity beyond that you may perform 1 additional action with a penalty of -2 for each action beyond the first (so a character with 9 Dexterity could perform 5 actions with a whopping -8 penalty).

Most actions during combat will be various Combat Maneuvers, but other actions that can be performed include (but are not limited to) the following:

  • Channel Essence: If you have the Essence Channeling Quality, you may take an action to channel up to 1 point of Essence for each level you have in the Quality. You may only perform this action once in any turn, regardless of how many actions you may have. You may either build up the Essence, to continue channeling in your next turn, or spend it immediately. If you only channel for one turn, you may spend the Essence (i.e. cast the Invocation, use the Shamanic Power, etc) as part of the same action.
    Note that once Essence is a volatile force. If a channeler begins their turn with gathered Essence, they must either channel more Essence, spend the Essence, or dismiss it (possibly requiring a Dismissal Test) - the amount of Essence cannot remain the same over time.
  • Ready an Item: Extracting an object from one's pack requires an action. An item that readily accessible, such as a sword on one's belt or back, may be drawn without expending an action.
  • Run or Sprint: See Movement below.
  • Use a Metaphyisical Power: This includes all your non-passive magics, like casting Invocations or performing Miracles. Each power has its own description and possibly required rolls. Unless stated otherwise in the power's description, using a power takes a single action.
  • Use a Skill: Some skills have uses in combat, such as Doctor for giving first aid, Crime for sneaking around the battlefield, or Notice to discern a foe's weak point. Most of these would take one action, though common sense applies (you're not going to hack into MI5's servers in a single turn mid-combat).
  • Wrack Your Brain: A subcategory of the above, remembering crucial information in the heat of the moment can be difficult. As such, searching your mind for obscure knowledge (like a specific creature's weaknesses) also takes an action.

Other Combat Details

Some activities things don't require an action to perform in combat, or otherwise alter the state of things in combat:

  • Attacking from Behind: There's a reason why stabbing people in the back is so popular - it's just way easier to do. A character might not notice the attacker coming from behind them (possibly getting a Perception and Notice roll), and even if they do, they get a hefty -2 penalty on their defence.
  • Full Defence: Defence may not kill the baddies, but it can keep you alive once in a while. A character may forgo all their actions for the turn (except for walking and speech), in return, they get a +3 bonus on all defensive actions until their next turn.
  • High Ground: Don't underestimate the power of a good ledge to stand on. As long as you have the physical (as opposed to moral) high ground, you have a +2 bonus on attacks and defence actions against those on lower ground.
  • Knocked Down: If you were knocked down in one way or another, you probably don't want to stay in that position for long. All actions (both offensive and defensive) are at a -4 penalty until you get up, and you may only move at one quarter of your normal speed. Standing up takes an action, and for the rest of the turn you may only move if you take an additional action to do so (moving at your normal walking speed). Performing one of those super cool kip-up flip things requires two success levels on a Dexterity and Acrobatics test, and allows you to ignore the penalty for the getting-up action, because you're just that cool.
  • Speech: You can say a couple of words, but generally no more than two or three sentences. No, you may not compress all of Shakespeare's works intoasingleword.
  • Movement: Movement is mostly abstracted to "near", "far", or the occasional "wherever you are", but occasionally precise measurements are required. A character may move a number of meters equal to four times their Dexterity each turn, without costing an action. If you need extra speed, you may run, allowing you to move twice that distance (8 times Dexterity meters) in exchange for 1 action. You may only run for one action per turn. When you really gotta go fast, you may sprint, and move up to 12 times your Dexterity. Sprinting takes up your entire turn, meaning you can't perform any other actions during that turn. Additionally, after sprinting, all your defensive actions are at a -2 penalty until your next turn.