Difference between revisions of "Encounter"

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When a [[check]] or a [[complication]] just doesn't offer enough detail or drama for a pivotal conflict, it's time for an encounter. An encounter is played in a map zone made up out of nine tiles to allow for tactical movement and positioning. Time is broken down into rounds, and during each round every character present will receive a turn and be allowed to act.
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An encounter adds more detail and drama for pivotal conflicts. Encounters take place on a map, called the zone, which allows for tactical movement and positioning. Time is broken down into rounds, and during each round every character present will receive a turn and be allowed to act. Just like a complication, an encounter uses [[reflex]] and is run in exchanges. After each exchange conditions change, which may end the encounter or switch it to a complication. Unlike a complication on each round you gain a full '''turn''' instead of just one check.
 
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==Exchange==
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Just like a complication, an encounter uses [[reflex]] and is run in exchanges of 5 rounds. After each exchange conditions may change and you may want to switch to a complication or just a check to resolve any other details. Any applicable reinforcements usually arrive between exchanges as well.
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==Turn==
 
==Turn==
Each round, on your reflex, you get your turn. During your turn you reset your '''guard''', you gain a '''snap''' and an '''action''', and resolve any ongoing states affecting you like [[bleeding]] or [[falling]]. You can do these things in any order you choose, so you might use your action to try to grab a ledge before resolving your falling state. Anything that is in effect until your next turn counts as a state to resolve, and regardless of the order you choose you can't do something that conflicts with a current state. So for example if you are [[down]] it specifies that you will lose your next action, so you can't use your action for anything else until your resolve the down state.
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Each round, on your reflex, you get your turn. During your turn you reset your '''guard''', you gain a '''snap''' and an '''action''', and resolve any ongoing states affecting you like [[bleeding]] or [[falling]]. You can do these things in any order you choose, so you might use your action to try to grab a ledge before resolving your falling state. Anything that is in effect until your next turn counts as a state to resolve, and regardless of the order you choose you can't do something that conflicts with a current state. So for example if you are [[down]] your speed is zero, so if you want to move you have to use your snap to stand up first.
 
*Resolve [[state]]s
 
*Resolve [[state]]s
 
*Reset [[guard]]
 
*Reset [[guard]]
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==Guard==
 
==Guard==
Your guard is a special defense you get once each turn to contest any opponent's check against you. You can wait to see the result of the opponent's check before you choose to use your guard. Once you use your guard it is gone until it resets on your next turn. You may have defenses other than your guard, and if so you may use both a defense and your guard to contest the same check. You may use your guard after seeing the result of the defense, and your guard cooperates with the defense check. However, you must use a different type of check for each, so if you parry with your defense you must dodge with your guard. In addition, there are special defensive options only available when used with a guard, rather than with a standard defense:
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Your guard is a special defense you get once each turn to contest any opponent's check against you. You can wait to see the result of the opponent's check before you choose to use your guard. Once you use your guard it is gone until it resets on your next turn. You may have '''defenses''' other than your guard, and if so you may use both a defense and your guard to contest the same check. You may use your guard after seeing the result of the defense, and your guard cooperates with the defense check. However, you must use a different type of check for each, so if you parry with your defense you must dodge with your guard. In addition, there are special defensive options only available when used with a guard:
*'''[[Counter]]''': A special [[parry]] that lets you to attack in place of diverting the attack.
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*'''[[Counter]]''': A special [[parry]] that lets you to attack in place of diverting the attack. Roll your attack with a penalty. If you succeed the opponent may either abort and neither attack hits, or continue and both attacks hit simultaneously.
*'''[[Dive]]''': A special [[dodge]] that lets you move an area or more.
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*'''[[Dive]]''': A special [[dodge]] that lets you move away from an attack. Roll against move, and if you succeed you may jump before effects hit your area. If contesting an attack aimed at you then you must still win the contest to avoid damage. If you fail you fall [[down]].
*'''[[Retort]]''': A special [[insight]] that cooperates with other defenders.
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*'''[[Retort]]''': A special [[insight]] that cooperates with other defenders. This may block a social attack aimed at someone else.
  
 
==Snap==
 
==Snap==
 
A snap is a very quick act that you may take once each [[turn]]. Your snap may be executed before or directly after your full [[action]]. Abilities may add new options for your snap. If you do not use your snap it is simply lost when your turn ends. You may give up your [[action]] to take a second snap.
 
A snap is a very quick act that you may take once each [[turn]]. Your snap may be executed before or directly after your full [[action]]. Abilities may add new options for your snap. If you do not use your snap it is simply lost when your turn ends. You may give up your [[action]] to take a second snap.
 
*'''[[Creep]]''': While hidden, make a [[sneak]] check or lose 1 decoy.
 
*'''[[Creep]]''': While hidden, make a [[sneak]] check or lose 1 decoy.
*'''Crouch''': Use when adjacent to cover. Until your next turn you gain a bonus (+2) to [[dodge]] attacks the cover applies to.
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*'''[[Crouch]]''': Use when adjacent to cover. Until your next turn you gain a bonus to [[dodge]] attacks the cover applies to.
 
*'''[[Distract]]''': Check perform as a social attack. If you succeed your target gains [[interference]].
 
*'''[[Distract]]''': Check perform as a social attack. If you succeed your target gains [[interference]].
 
*'''[[Fend]]''': You gain an extra [[parry]] defense until your next turn.
 
*'''[[Fend]]''': You gain an extra [[parry]] defense until your next turn.
*'''Equip''': Change items to '''Equipped''' or '''Stored'''.
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*'''[[Equip]]''': Equip or stored an item.
*'''[[Hustle]]''':  Make a [[move]] check to maneuver extra areas equal to half your speed (rounding down), minimum 1 if you used your action to maneuver.
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*'''[[Hustle]]''':  Make a [[move]] check and get +1 speed if you fail or +2 speed if you succeed.
*'''[[Look]]''': You eliminate a decoy or discover details if you succeed at a [[study]] check. A decoy's owner may contest with [[sneak]].
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*'''[[Order]]''': Control the actions of [[follower]]s who would otherwise flee.
*'''[[Order]]''': Control the actions of [[follower]]s.
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*'''[[Perceive]]''': You eliminate a decoy or discover details if you succeed at a [[sense]] check.
*'''Prepare''': Gain a bonus (+2) on your next check or until your next turn.
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*'''[[Quip]]''': You gain an extra [[retort]] defense until your next turn.
 
*'''[[Quip]]''': You gain an extra [[retort]] defense until your next turn.
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*'''[[Stand]]''': Eliminate the [[down]] state.
  
 
==Action==
 
==Action==
 
Your action is what you spend most of your time doing on your [[turn]]. Abilities or the encounter may add new options for your action.
 
Your action is what you spend most of your time doing on your [[turn]]. Abilities or the encounter may add new options for your action.
*'''Attack''': [[Hack]], [[aim]], or [[taunt]] a target. Roll [[damage]] if you succeed.
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*'''[[Convince]]'''. Use [[negotiate]] to change a the opinion of a target with no grit.
*'''[[Convince]]'''. Negotiate to change a the opinion of a target with no sway or grit.
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*'''[[Hack]]''': Use [[fight]] to attack unarmed, with a melee weapon, or a thrown weapon.
*'''Defend''': Gain an extra [[guard]] and a defense against any check that targets you until your next turn.
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*'''[[Hide]]''': Use [[sneak]] to become [[hidden]], placing 2 decoys in adjacent areas.
*'''[[Hide]]''': [[Sneak]] to become [[hidden]], placing 2 decoys in adjacent areas.
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*'''[[Mount]]''': Use [[survive]] to ride a creature.
*'''[[Maneuver]]''': Move your speed in areas, [[steer]] a vehicle, or [[ride]] a creature.
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*'''[[Prepare]]''': Gain a bonus on your next check.
*'''Recover''': Eliminate the [[down]] state.
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*'''[[Race]]''': Move your speed across the map.
*'''[[Recruit]]''': Temporarily assume command of denizens.
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*'''[[Recruit]]''': Use command to control denizens.
 
*'''[[Screen]]''': Abort to defend yourself. See below.
 
*'''[[Screen]]''': Abort to defend yourself. See below.
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*'''[[Sight]]''': Use [[operate]] to attack with a [[range]]d weapon.
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*'''[[Steer]]''': Use [[operate]] to control a [[vehicle]].
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*'''[[Taunt]]''': Use [[perform]] to attack with your [[voice]].
  
==Defense==
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==Screen and Defense==
A defense contests an opponent's check against you. You may declare your defense (and what type) after seeing the opponent's result. If you use a '''defend''' action or '''screen''' you may use one defense against each check that targets you. Otherwise your guard may be used as a single defense.
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A defense contests an opponent's check against you. You may declare your defense (and what type) after seeing the opponent's result. Your guard may be used as a single defense. You may abort to '''screen''' at any time, and the next time you would get an action it automatically goes to pay for the screen. From the time you declare your screen until the next action you choose (so beyond the one required to pay for the screen) you may use one defense to contest each and every attack which targets you. Thus if you are being attacked by multiple opponents, you can screen to contest them all and still gain an action every other turn. If you have both a defense and a guard you may use both on the same attack and they cooperate with one another, but they must be different types.
*[[Dodge]]: You check [[move]] to contest an attack. You can try to dodge any attacks that aren't [[surprise]] or [[social]], but still suffer a penalty (-2) if the attack is from behind your flank.
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*[[Dodge]]: You check [[move]] to contest an attack. You can try to dodge any attacks that aren't [[surprise]] or [[social]], but still suffer a penalty if the attack is from behind your flank.
 
*[[Parry]]: You check [[fight]] to contest an attack. You can only try to parry any attack forward of your [[flank]] and within your [[reach]]. Note that you may parry a ranged attack if the attacker is within your reach.
 
*[[Parry]]: You check [[fight]] to contest an attack. You can only try to parry any attack forward of your [[flank]] and within your [[reach]]. Note that you may parry a ranged attack if the attacker is within your reach.
*[[Insight]]: You check [[acuity]] to contest a [[social]] attack. You only avoid effects to yourself, so insight won't stop the creation of a perjury or stop denizens from being convinced
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*[[Insight]]: You check [[heart]] to contest a [[social]] attack. You only avoid effects to yourself, so insight won't stop denizens from being convinced
 
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==Screen==
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A screen is a special action that allows you to contest every check that targets you. Normally you would need to take the defend action on your turn to do this, but a screen lets you abort your next action to defend yourself in emergencies. When you screen you lose your next action, but you have defenses until the turn after that, just as if you had used a defend action on the action you lost. The only difference is you do not gain an extra guard. On your turn you gain your snap and reset your guard as usual. Note that with screening you should always have defenses and still be able to act every other round.
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==Zone==
 
==Zone==
[[image:samplezone.jpg|right]]
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In addition to the extra options a turn provides, an encounter takes place on scaled map called a '''zone'''. A standard zone is 24 '''areas''' on each side, but can vary in dimension. An area is the basic unit of measurement on a map, and is one square if the map has a grid, or 1" if not. Your character will occupy one area, and measure areas to move or attack at range. The purpose of the map is to more clearly show relative positions and environmental hazards and opportunities. Miniatures and grids are recommended, but you can use any object (dice, bottle caps, coins) to represent characters and any surface can be a map. If you have adventure tiles, a standard zone is a 3x3 tiles.
An encounter happens in a zone, a map made up of 9 tiles placed together to make a square. Each tile represents a certain type of terrain, and has a 5x5 grid of areas on it. Movement and ranges are expressed in areas (or sometimes entire tiles), corresponding to the squares in the zone. When you move off the edge of the zone either you exit the encounter or a new row of tiles is placed to extend the zone. At the end of each exchange tiles should be removed until the zone is a 3x3 grid again. Exiting the encounter doesn't necessarily mean you are out of danger. The referee should declare if there are consequences to exiting, and if those consequences are different for certain edges or tiles. Some encounter zones may be pre-configured, while others may be comprised of random tile draws. Tiles are split into thematic sets, and any new tiles are drawn from the same set.
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==Segment==
 
==Segment==
A tile may have areas outlined and labeled, or just obviously distinct from other areas. Everything within that outline or distinction is called a segment. A segment is assigned properties, although those properties will vary depending on the encounter. Each tile set comes with a list of random properties for segments. Encounters that call out specific tiles may also set completely different properties for the same segments. A segment or an entire zone may have special options for snaps, actions, [[momentum]], or [[interference]].
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A map may have areas outlined and labeled, or just obviously distinct from other areas. Everything within that outline or distinction is called a segment. A segment is assigned properties, although those same segments might have different properties when used in different encounters. If using tiles, each tile set comes with a list of random properties for the segments. Encounters may call out specific segments and properties to include on the map. Segments or an entire zone may have special options for snaps, actions, [[momentum]], or [[interference]].
  
 
{|Border="0" cellpadding="5" cellspacing="0"
 
{|Border="0" cellpadding="5" cellspacing="0"
 
|'''Segment'''||'''Sample Effect'''
 
|'''Segment'''||'''Sample Effect'''
 
|-
 
|-
|Rough||It costs 2 speed to enter the area instead of 1.
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|[[Cover]]||Attack [[line]]s that cross suffer a penalty.
 
|-
 
|-
|Slippery||You must make a [[balance]] check when you enter or on your turn or you fall [[down]].
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|Ledge||If you gain [[interference]] in the area you fall [[down]], if you go down you [[fall]] to the bottom of the segment.
 
|-
 
|-
|[[Cover]]||Attack [[line]]s that cross suffers a penalty (-2).
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|Rough||Make a [[balance]] check against move or the area costs 2 speed to enter instead of 1.
 
|-
 
|-
|Ledge||If you gain [[interference]] in the area you fall to the bottom of the segment.
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|Slippery||If you gain [[interference]] you fall [[down]].
 
|-
 
|-
|Steep||You must use your climb speed, and if you gain [[interference]] in the area you fall to the bottom of the segment.
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|Steep||You must use your climb speed, and it counts as a ledge.
 
|-
 
|-
|Water||You must use your swim speed and may [[drown]].
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|Water||You must use your swim speed and if you gain interference you start to [[drown]].
 
|}
 
|}
  
 
==Setup==
 
==Setup==
When an encounter begins the [[referee]] decides which side should setup first (the [[band]] or the band's opponents) and if there are limits as to how or where the band may start. Often the band must start in a specific tile or along a specific edge of the map. Different encounter [[mode]]s and abilities may change your setup options. After the initial setup, any new arrivals will enter at specified edges of the zone at the end of each exchange.
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When an encounter begins the [[referee]] decides which side should setup first depending on the circumstances. If you are surprising your opponents they must setup first. If you have set a trap for your opponents they setup first and must place within the middle 5 areas of the zone, and then you may place yourself within 5 areas of any edge. Likewise if you are surprised you may be forced to place yourself first, or be limited to an edge, the center, or a segment. If tiles are being used then usually certain tiles are designated as available for placement. Usually you may not place yourself in the same tile as an opponent. After each exchange fresh participants may arrive, usually along a designated edge.
  
 
==Movement==
 
==Movement==
You can use an action to move to different places in the zone. This action is labeled [[maneuver]]. You have different speeds that tell you how many areas you can move depending on the type of terrain. The [[hustle]] snap lets you increase this movement or change your position without dedicating your action to it. By default you can move into any adjacent area, but after you are finished with your maneuver or hustle you need to pick a facing. This facing will establish your '''flank''' until your next turn. Your front 180 degrees counts as in front of your flank line, your rear 180 degrees count as behind your flank line. Anything directly on the line counts as in front. You can face any direction you like, and it doesn't have to be directly aligned with the grid. You will suffer a penalty (-2) on any contest that originates behind your flank.
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When you use the [[race]] action you can move a number of areas equal to your speed. Segments may limit you to one type of speed (like swim or climb), otherwise you can use the best and mix and match. For example if you have Run speed 4 and Jump speed 2, you can move 4 areas during your action and 2 of those areas may be a jump. The [[hustle]] snap lets you increase your speed or move a little without using an action. You roll a move check and if you succeed you may move an extra 2 areas, or just 1 area if you fail. When you finish moving you must designate a facing and establish your '''flank'''. You can face anywhere you choose (any angle), then draw an imaginary line perpendicular to your facing. Everything on or in front of that line is front of your flank. Anything behind it is behind your flank. You can't parry or attack behind your flank, and you suffer a penalty when you contest a check from behind your flank.
  
 
{|Border="0" cellpadding="5" cellspacing="0"
 
{|Border="0" cellpadding="5" cellspacing="0"
|'''Move Type'''||'''Normal Speed'''
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|'''Move Type'''||'''Normal Speed'''||'''Notes'''
 
|-
 
|-
|Run||2
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|Run||4 ||Default ground movement.
 
|-
 
|-
|Climb||1
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|Climb||2 ||Used in steep areas.
 
|-
 
|-
|Jump||1
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|Jump||2 ||You properties and low obstacles between your starting area and ending area.
 
|-
 
|-
|Swim||1
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|Swim||2 ||Used in water areas.
 
|}
 
|}
 
When flying you ignore segments unless they have altitude. If you jump you count the area you start in and the area that you end in, but ignore segments in between unless they have altitude. If you are knocked the [[down]] while flying you [[fall]] (called a stall) and suffer a penalty (-2) to all checks until you recover the stall and the down state..
 
  
 
==Overlap==
 
==Overlap==
Areas are large enough to contain several characters. When more than one character is in the same area, it's called an overlap. If the characters are friendly there's no effect. However moving into an opponent's overlap (or any individual that chooses to interrupt you) ends your movement. Once you are in an overlap, you must make a move check to exit past opponents in the same area, and opponents may use a defense to contest you. If you fail or the defense (either a [[dodge]] or a [[parry]]) wins then you may exit to an adjacent area in front of the opponent's flank and then your movement ends.
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When you are in an adjacent area, essentially touching an opponent, it's called an '''overlap'''. If the characters are friendly there's no effect. However moving into an opponent's overlap ends your movement. Once you are in an overlap, you must make a move check to exit from one overlapping areas to another, and your opponents may use a defense to contest you with a dodge or parry. If you fail your movement ends. There's no check or contest to exit into an area without overlap.
  
==Persevere==
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==Fortitude==
After an encounter that lasts more than an exchange you must make a check against your [[strength]] score. If the check fails you become [[exhausted]]. A strenuous project adds a penalty (-2) to the check. An encounter that lasts more than two exchanges counts as strenuous. Your success margin must exceed the number of days since you've had [[rest]]. If you are already exhausted you lose grit equal to your failure margin. An encounter with less physical activity (such as a dispute) may grant a bonus (+2) to the check.
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One of the conditions that may change after an exchange is exhaustion can set in. If the referee calls for it, you must attempt a [[fortitude]] check against your strength score. If you succeed there is no effect, but if you fail you become [[exhausted]]. The referee might apply a penalty if your activity has been especially strenuous, or a bonus if you've been holding back. Opponents check as well, and will likely retreat if they become exhausted.
  
 
==Mode==
 
==Mode==
Modes offer different ways to play an encounter to fit different approaches. The basic structure remains the same between all the encounter types, but different rules are emphasized depending on how you approach resolving your conflict:
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Modes offer different ways to play an encounter to fit different approaches. The basic structure remains the same between all the encounter types, but different rules are emphasized depending on how you are trying to resolve your conflict:
 
*[[Battle]] - Resolve a conflict with force.
 
*[[Battle]] - Resolve a conflict with force.
*[[Chase]] - Escape a conflict.
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*[[Chase]] - Escape a conflict with speed.
 
*[[Dispute]] - Resolve a conflict with persuasion.
 
*[[Dispute]] - Resolve a conflict with persuasion.
*[[Infiltration]] - Avoid a conflict entirely.
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*[[Infiltration]] - Avoid a conflict through stealth.
  
 
Note that a single encounter could have elements of some or all of the modes at once, or transition to different modes dynamically, usually at the end of an exchange.
 
Note that a single encounter could have elements of some or all of the modes at once, or transition to different modes dynamically, usually at the end of an exchange.
  
{{V250}}
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{{V251}}
  
 
[[Category:Game Play]]
 
[[Category:Game Play]]

Revision as of 05:28, 7 July 2015

An encounter adds more detail and drama for pivotal conflicts. Encounters take place on a map, called the zone, which allows for tactical movement and positioning. Time is broken down into rounds, and during each round every character present will receive a turn and be allowed to act. Just like a complication, an encounter uses reflex and is run in exchanges. After each exchange conditions change, which may end the encounter or switch it to a complication. Unlike a complication on each round you gain a full turn instead of just one check.

Turn

Each round, on your reflex, you get your turn. During your turn you reset your guard, you gain a snap and an action, and resolve any ongoing states affecting you like bleeding or falling. You can do these things in any order you choose, so you might use your action to try to grab a ledge before resolving your falling state. Anything that is in effect until your next turn counts as a state to resolve, and regardless of the order you choose you can't do something that conflicts with a current state. So for example if you are down your speed is zero, so if you want to move you have to use your snap to stand up first.

Guard

Your guard is a special defense you get once each turn to contest any opponent's check against you. You can wait to see the result of the opponent's check before you choose to use your guard. Once you use your guard it is gone until it resets on your next turn. You may have defenses other than your guard, and if so you may use both a defense and your guard to contest the same check. You may use your guard after seeing the result of the defense, and your guard cooperates with the defense check. However, you must use a different type of check for each, so if you parry with your defense you must dodge with your guard. In addition, there are special defensive options only available when used with a guard:

  • Counter: A special parry that lets you to attack in place of diverting the attack. Roll your attack with a penalty. If you succeed the opponent may either abort and neither attack hits, or continue and both attacks hit simultaneously.
  • Dive: A special dodge that lets you move away from an attack. Roll against move, and if you succeed you may jump before effects hit your area. If contesting an attack aimed at you then you must still win the contest to avoid damage. If you fail you fall down.
  • Retort: A special insight that cooperates with other defenders. This may block a social attack aimed at someone else.

Snap

A snap is a very quick act that you may take once each turn. Your snap may be executed before or directly after your full action. Abilities may add new options for your snap. If you do not use your snap it is simply lost when your turn ends. You may give up your action to take a second snap.

  • Creep: While hidden, make a sneak check or lose 1 decoy.
  • Crouch: Use when adjacent to cover. Until your next turn you gain a bonus to dodge attacks the cover applies to.
  • Distract: Check perform as a social attack. If you succeed your target gains interference.
  • Fend: You gain an extra parry defense until your next turn.
  • Equip: Equip or stored an item.
  • Hustle: Make a move check and get +1 speed if you fail or +2 speed if you succeed.
  • Order: Control the actions of followers who would otherwise flee.
  • Perceive: You eliminate a decoy or discover details if you succeed at a sense check.
  • Quip: You gain an extra retort defense until your next turn.
  • Stand: Eliminate the down state.

Action

Your action is what you spend most of your time doing on your turn. Abilities or the encounter may add new options for your action.

Screen and Defense

A defense contests an opponent's check against you. You may declare your defense (and what type) after seeing the opponent's result. Your guard may be used as a single defense. You may abort to screen at any time, and the next time you would get an action it automatically goes to pay for the screen. From the time you declare your screen until the next action you choose (so beyond the one required to pay for the screen) you may use one defense to contest each and every attack which targets you. Thus if you are being attacked by multiple opponents, you can screen to contest them all and still gain an action every other turn. If you have both a defense and a guard you may use both on the same attack and they cooperate with one another, but they must be different types.

  • Dodge: You check move to contest an attack. You can try to dodge any attacks that aren't surprise or social, but still suffer a penalty if the attack is from behind your flank.
  • Parry: You check fight to contest an attack. You can only try to parry any attack forward of your flank and within your reach. Note that you may parry a ranged attack if the attacker is within your reach.
  • Insight: You check heart to contest a social attack. You only avoid effects to yourself, so insight won't stop denizens from being convinced

Zone

In addition to the extra options a turn provides, an encounter takes place on scaled map called a zone. A standard zone is 24 areas on each side, but can vary in dimension. An area is the basic unit of measurement on a map, and is one square if the map has a grid, or 1" if not. Your character will occupy one area, and measure areas to move or attack at range. The purpose of the map is to more clearly show relative positions and environmental hazards and opportunities. Miniatures and grids are recommended, but you can use any object (dice, bottle caps, coins) to represent characters and any surface can be a map. If you have adventure tiles, a standard zone is a 3x3 tiles.

Segment

A map may have areas outlined and labeled, or just obviously distinct from other areas. Everything within that outline or distinction is called a segment. A segment is assigned properties, although those same segments might have different properties when used in different encounters. If using tiles, each tile set comes with a list of random properties for the segments. Encounters may call out specific segments and properties to include on the map. Segments or an entire zone may have special options for snaps, actions, momentum, or interference.

Segment Sample Effect
Cover Attack lines that cross suffer a penalty.
Ledge If you gain interference in the area you fall down, if you go down you fall to the bottom of the segment.
Rough Make a balance check against move or the area costs 2 speed to enter instead of 1.
Slippery If you gain interference you fall down.
Steep You must use your climb speed, and it counts as a ledge.
Water You must use your swim speed and if you gain interference you start to drown.

Setup

When an encounter begins the referee decides which side should setup first depending on the circumstances. If you are surprising your opponents they must setup first. If you have set a trap for your opponents they setup first and must place within the middle 5 areas of the zone, and then you may place yourself within 5 areas of any edge. Likewise if you are surprised you may be forced to place yourself first, or be limited to an edge, the center, or a segment. If tiles are being used then usually certain tiles are designated as available for placement. Usually you may not place yourself in the same tile as an opponent. After each exchange fresh participants may arrive, usually along a designated edge.

Movement

When you use the race action you can move a number of areas equal to your speed. Segments may limit you to one type of speed (like swim or climb), otherwise you can use the best and mix and match. For example if you have Run speed 4 and Jump speed 2, you can move 4 areas during your action and 2 of those areas may be a jump. The hustle snap lets you increase your speed or move a little without using an action. You roll a move check and if you succeed you may move an extra 2 areas, or just 1 area if you fail. When you finish moving you must designate a facing and establish your flank. You can face anywhere you choose (any angle), then draw an imaginary line perpendicular to your facing. Everything on or in front of that line is front of your flank. Anything behind it is behind your flank. You can't parry or attack behind your flank, and you suffer a penalty when you contest a check from behind your flank.

Move Type Normal Speed Notes
Run 4 Default ground movement.
Climb 2 Used in steep areas.
Jump 2 You properties and low obstacles between your starting area and ending area.
Swim 2 Used in water areas.

Overlap

When you are in an adjacent area, essentially touching an opponent, it's called an overlap. If the characters are friendly there's no effect. However moving into an opponent's overlap ends your movement. Once you are in an overlap, you must make a move check to exit from one overlapping areas to another, and your opponents may use a defense to contest you with a dodge or parry. If you fail your movement ends. There's no check or contest to exit into an area without overlap.

Fortitude

One of the conditions that may change after an exchange is exhaustion can set in. If the referee calls for it, you must attempt a fortitude check against your strength score. If you succeed there is no effect, but if you fail you become exhausted. The referee might apply a penalty if your activity has been especially strenuous, or a bonus if you've been holding back. Opponents check as well, and will likely retreat if they become exhausted.

Mode

Modes offer different ways to play an encounter to fit different approaches. The basic structure remains the same between all the encounter types, but different rules are emphasized depending on how you are trying to resolve your conflict:

  • Battle - Resolve a conflict with force.
  • Chase - Escape a conflict with speed.
  • Dispute - Resolve a conflict with persuasion.
  • Infiltration - Avoid a conflict through stealth.

Note that a single encounter could have elements of some or all of the modes at once, or transition to different modes dynamically, usually at the end of an exchange.


Version 2.5.1
©2014 Frameworks Games

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