Difference between revisions of "Encounter"

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__NOTOC__
 
__NOTOC__
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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Pivotal conflicts with multiple participants use a map, called the zone, which allows for more tactical positioning and keeps the situation clear. Each round every participant gets a turn.
  
==Exchange==
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Like a complication, an encounter uses reflex and proceeds in exchanges of 5 rounds. After each exchange conditions change, which may end the encounter or change its nature. If a side can expect reinforcements, they arrive at the end of an exchange.
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==
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==Turns==
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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During your turn you reset your guard, you gain a snap and an action, and resolve any ongoing states affecting you like [[bleed]]ing or [[fall]]ing. You can do these in any order, so you might use your action to try to grab a ledge before resolving your falling state. You can’t do something that conflicts with a current state.
*Resolve [[state]]s
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*Resolve any [[state]]s.
*Reset [[guard]]
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*Use your [[action]].
*Execute [[action]]
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*Use your [[snap]].
*Execute [[snap]]
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*Reset your [[guard]].
  
==Guard==
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==Actions==
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 action is what you spend most of your turn doing. In general an action lets you make one check. The most common actions are listed below, but anything that can be done in about 5 seconds of real time could be an action.  
*'''[[Counter]]''': A special [[parry]] that lets you to attack in place of diverting the attack.
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Aim: Make an attack with a ranged weapon.
*'''[[Dive]]''': A special [[dodge]] that lets you move an area or more.
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*[[Disappear]]: Become [[hidden]].
*'''[[Retort]]''': A special [[insight]] that cooperates with other defenders.
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*[[Fight]]: Strike an opponent within reach.
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*[[Move]]: Move your speed across the map.
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*[[Persuade]]: Make a social attack with your voice.
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*[[Prepare]]: Gain a bonus on your next check.
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*[[Recruit]]: Assume command of denizens.
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*[[Screen]]: Defend yourself (see Defenses below).
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*[[Steer]]: Control a creature or vehicle’s movement.
  
==Snap==
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==Furious Actions==
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.
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Furious actions let you attempt multiple actions in a single turn. Each extra action (imbues) all the checks with the turn with a cumulative –1 penalty. A target of multiple attacks from a single action contests all of them with a single check.
*'''[[Creep]]''': While hidden, make a [[sneak]] check or lose 1 decoy.
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*'''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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*'''[[Distract]]''': Check perform as a social attack. If you succeed your target gains [[interference]].
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*'''[[Fend]]''': You gain an extra [[parry]] defense until your next turn.
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*'''Equip''': Change items to '''Equipped''' or '''Stored'''.
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*'''[[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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*'''[[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.
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*'''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.
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==Action==
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The three most common cases are bursts, charges, and sundry attacks.
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.
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*Bursts allow a number of attacks equal to the rating. No matter how many attacks the burst allows, each only suffers a –1 penalty. Declare all targets before rolling any checks.
*'''Attack''': [[Hack]], [[aim]], or [[taunt]] a target. Roll [[damage]] if you succeed.
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*A charge allows you to combine a move with any other action. Movement may come before, after, or split before and after the other action.  
*'''[[Convince]]'''. Negotiate to change a the opinion of a target with no sway or grit.
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*Sundry allows you to attack with different equipped weapons, or mix an armed and unarmed attack, or even mix a physical and social attack. If attacks allow different defenses the target may choose which one to roll.
*'''Defend''': Gain an extra [[guard]] and a defense against any check that targets you until your next turn.
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*'''[[Hide]]''': [[Sneak]] to become [[hidden]], placing 2 decoys in adjacent areas.
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*'''[[Maneuver]]''': Move your speed in areas, [[steer]] a vehicle, or [[ride]] a creature.
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*'''Recover''': Eliminate the [[down]] state.
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*'''[[Recruit]]''': Temporarily assume command of denizens.
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*'''[[Screen]]''': Abort to defend yourself. See below.
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==Defense==
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==Snaps==
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 snap is a very quick act, taken before or after your full action. Many abilities may add new options for snaps. You may give up your action to take a second snap.
*[[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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*[[Creep]]: While [[hidden]], make a subterfuge check to prevent losing 1 decoy.
*[[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.
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*[[Crouch]]: When adjacent to cover, gain unlimited dodges with a +1 bonus until your next turn, so long as the cover applies.
*[[Insight]]: You check [[influence]] 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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*[[Fend]]: Gain an extra [[parry]] defense until your next turn.
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*[[Equip]]: Reload, wield, or store items.
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*[[Hustle]]: Make an agility check. Move +1 speed if you fail or double speed (minimum +2) if you succeed.
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*[[Perceive]]: Make a sense check to discover new details or eliminate the nearest decoy.
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*[[Quip]]: Gain an extra [[retort]] defense until your next turn.
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*[[Stand]]: Eliminate the [[down]] state.
  
==Screen==
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==Guards==
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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Each turn you gain a special defense  to contest an opponent’s check against you. You can wait to see the result of the opponent’s check before you choose to use this guard. Once you use it, it’s gone until it resets on your next turn.  
  
==Zone==
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You may have defenses other than your guard, and if you use both against the same check they cooperate. There are special options only available when used with a guard:
[[image:samplezone.jpg|right]]
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*[[Counter]]: A parry that allows you to attack instead of just deflecting. Roll with a penalty, and if you win you avoid their attack and hit with your own.
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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*[[Dive]]: A dodge that lets you move away from an attack. Roll with a penalty, and if you succeed you move your jump speed +1 before the attack lands. If the attack directly contests you then you have to win, otherwise you just need to succeed.
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*[[Retort]]: A reject that cooperates with other defenders. Like a reject it only works against social attacks, but it may contest a social attack aimed at someone else.
  
==Segment==
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==Defenses==
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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Defenses contest 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, and some snaps grant extra defenses.  
  
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You may declare a screen at any time. You lose your next action paying for the screen. You gain 1 defense for each and every check targeting you from the moment you declare a screen until you take your next action (not the action you lose to pay for screening). If you are being attacked by multiple opponents, screening lets you contest them all and still gain an action every other turn.
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There are three basic types of defense:
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*[[Dodge]]: Check agility to contest a physical attack. You suffer a penalty if the attack is from behind your flank.
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*[[Parry]]: Check combat to contest an attack within reach and in front of your flank. Items with the block keyword allow you to parry attacks outside your reach.
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*[[Reject]]: Check heart to contest a social attack. This defense is free, so you can use it whenever socially attacked without needing to screen.
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==Zones==
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A standard map zone is 24 areas on each side. Areas can be squares, hexes, or 1” on a tabletop. Your character occupies one area, and you measure areas to move or attack at range. If you have adventure tiles, a standard zone is 3x3 tiles.
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Some map areas are outlined, labeled, or otherwise distinct. These are called  segments, and offer special rules or options for snaps, actions, momentum, or interference. Selected examples include:
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*[[Cover]]: Attacks that cross suffer a penalty.Allows the crouch snap. Use an action to become immune to crossing attacks until your next turn.
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*Ledge: If you gain interference you fall down. Standing requires an agility check. If you are already down you fall off.
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*Rough: Areas cost 2 speed instead of 1. Hustling and similar checks suffer a penalty.
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*Water: Lose 1 grit if you are speed 0 or each time you fail a check.
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==Setup==
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If you surprise your opponents they must setup first. If you successfully set a trap you may get to place your opponents for setup. Likewise if you are surprised you may be forced to place yourself first and where you can start may be limited. After one side is placed the other sets up at close or long range (see below), their choice. The referee designates which edges of the zone are eligible for escape or arriving reinforcements.
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==Movement==
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When you use the move action you can move a number of areas equal to your speed. Zone segments may limit you to one type of speed (like swim or climb), otherwise you can mix and match as long as the total doesn’t exceed your speed.
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The hustle snap lets you increase your speed. Note that you can use a hustle without using a move action, but your speed counts as 0 so you’ll gain 1 speed on a failed check or 2 speed on a success.
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When you finish moving you must designate a facing to establish your flank. You can face any direction you choose. Draw an imaginary line perpendicular to your facing. Everything on or in front of that line counts as in front of your flank. Anything completely behind it is behind your flank. You can’t parry or attack behind your own flank, and suffer a penalty contesting check originating behind your flank.
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{|Border="0" cellpadding="5" cellspacing="0"
 
{|Border="0" cellpadding="5" cellspacing="0"
|'''Segment'''||'''Sample Effect'''
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|'''Move Type'''||'''Base Speed'''
 
|-
 
|-
|Rough||It costs 2 speed to enter the area instead of 1.
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|Run||4
 
|-
 
|-
|Slippery||You must make a [[balance]] check when you enter or on your turn or you fall [[down]].
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|Jump||0
 
|-
 
|-
|[[Cover]]||Attack [[line]]s that cross suffers a penalty (-2).
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|Climb||2  
 
|-
 
|-
|Ledge||If you gain [[interference]] in the area you fall to the bottom of the segment.
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|Swim||0
|-
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|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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|-
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|Water||You must use your swim speed and may [[drown]].
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|}
 
|}
  
==Setup==
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==Range==
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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Range applies a penalty to attacks, and sometimes perception. Weapons suffer no penalty until their listed range keyword. Within the listed areas there is a –1 penalty. The weapon’s maximum range is actually the next bracket, but any attack in that bracket suffers a –3 penalty.
  
==Movement==
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''A thrown weapon lists Close for range. There is no penalty for a target 1-4 areas away, –1 for a target 5-8 areas away, and –3 for a target 9-16 areas away. A rifle listing Long suffers no penalty from 1-16 areas, –1 from 17-32 areas, and –3 against a target up to 64 areas away.''
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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{|Border="0" cellpadding="5" cellspacing="0"
 
{|Border="0" cellpadding="5" cellspacing="0"
|'''Move Type'''||'''Normal Speed'''
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|'''Range'''||'''Areas'''
 
|-
 
|-
|Run||2
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|Close||5-8
 
|-
 
|-
|Climb||1
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|Short||9-16
 
|-
 
|-
|Jump||1
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|Long||17-32
 
|-
 
|-
|Swim||1
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|Extreme||33-64
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|-
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|Artillery||65-128
 
|}
 
|}
 
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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Areas adjacent to an opponent and in front of the flank are called overlap. When you move from an overlap area the opponent may use a defense to immediately end your movement. Your facing automatically sets towards the area you tried to enter. You can likewise use a defense and win the contest to continue moving.  
  
==Persevere==
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If you try to move through an opponent’s area they may check to stop you without using a defense. Occupied areas count as rough terrain whether occupied by friends or enemies.
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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Endurance
  
==Mode==
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After each exchange exhaustion might set in. If the referee calls for it, attempt an endurance check against your strength. If you fail you become exhausted (see page xxx). The referee might apply a penalty if you’ve been very active, or a bonus if you’ve been holding back. Opponents check as well, and will likely retreat if they become exhausted.
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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*[[Battle]] - Resolve a conflict with force.
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*[[Chase]] - Escape a conflict.
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*[[Dispute]] - Resolve a conflict with persuasion.
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*[[Infiltration]] - Avoid a conflict entirely.
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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.
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==See Also==
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*[[Check]]
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*[[Complication]]
  
{{V250}}
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{{V252}}
  
 
[[Category:Game Play]]
 
[[Category:Game Play]]

Latest revision as of 20:03, 13 May 2016

Pivotal conflicts with multiple participants use a map, called the zone, which allows for more tactical positioning and keeps the situation clear. Each round every participant gets a turn.

Like a complication, an encounter uses reflex and proceeds in exchanges of 5 rounds. After each exchange conditions change, which may end the encounter or change its nature. If a side can expect reinforcements, they arrive at the end of an exchange.

Turns

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 in any order, so you might use your action to try to grab a ledge before resolving your falling state. You can’t do something that conflicts with a current state.

Actions

Your action is what you spend most of your turn doing. In general an action lets you make one check. The most common actions are listed below, but anything that can be done in about 5 seconds of real time could be an action. Aim: Make an attack with a ranged weapon.

  • Disappear: Become hidden.
  • Fight: Strike an opponent within reach.
  • Move: Move your speed across the map.
  • Persuade: Make a social attack with your voice.
  • Prepare: Gain a bonus on your next check.
  • Recruit: Assume command of denizens.
  • Screen: Defend yourself (see Defenses below).
  • Steer: Control a creature or vehicle’s movement.

Furious Actions

Furious actions let you attempt multiple actions in a single turn. Each extra action (imbues) all the checks with the turn with a cumulative –1 penalty. A target of multiple attacks from a single action contests all of them with a single check.

The three most common cases are bursts, charges, and sundry attacks.

  • Bursts allow a number of attacks equal to the rating. No matter how many attacks the burst allows, each only suffers a –1 penalty. Declare all targets before rolling any checks.
  • A charge allows you to combine a move with any other action. Movement may come before, after, or split before and after the other action.
  • Sundry allows you to attack with different equipped weapons, or mix an armed and unarmed attack, or even mix a physical and social attack. If attacks allow different defenses the target may choose which one to roll.

Snaps

A snap is a very quick act, taken before or after your full action. Many abilities may add new options for snaps. You may give up your action to take a second snap.

  • Creep: While hidden, make a subterfuge check to prevent losing 1 decoy.
  • Crouch: When adjacent to cover, gain unlimited dodges with a +1 bonus until your next turn, so long as the cover applies.
  • Fend: Gain an extra parry defense until your next turn.
  • Equip: Reload, wield, or store items.
  • Hustle: Make an agility check. Move +1 speed if you fail or double speed (minimum +2) if you succeed.
  • Perceive: Make a sense check to discover new details or eliminate the nearest decoy.
  • Quip: Gain an extra retort defense until your next turn.
  • Stand: Eliminate the down state.

Guards

Each turn you gain a special defense to contest an opponent’s check against you. You can wait to see the result of the opponent’s check before you choose to use this guard. Once you use it, it’s gone until it resets on your next turn.

You may have defenses other than your guard, and if you use both against the same check they cooperate. There are special options only available when used with a guard:

  • Counter: A parry that allows you to attack instead of just deflecting. Roll with a penalty, and if you win you avoid their attack and hit with your own.
  • Dive: A dodge that lets you move away from an attack. Roll with a penalty, and if you succeed you move your jump speed +1 before the attack lands. If the attack directly contests you then you have to win, otherwise you just need to succeed.
  • Retort: A reject that cooperates with other defenders. Like a reject it only works against social attacks, but it may contest a social attack aimed at someone else.

Defenses

Defenses contest 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, and some snaps grant extra defenses.

You may declare a screen at any time. You lose your next action paying for the screen. You gain 1 defense for each and every check targeting you from the moment you declare a screen until you take your next action (not the action you lose to pay for screening). If you are being attacked by multiple opponents, screening lets you contest them all and still gain an action every other turn.

There are three basic types of defense:

  • Dodge: Check agility to contest a physical attack. You suffer a penalty if the attack is from behind your flank.
  • Parry: Check combat to contest an attack within reach and in front of your flank. Items with the block keyword allow you to parry attacks outside your reach.
  • Reject: Check heart to contest a social attack. This defense is free, so you can use it whenever socially attacked without needing to screen.

Zones

A standard map zone is 24 areas on each side. Areas can be squares, hexes, or 1” on a tabletop. Your character occupies one area, and you measure areas to move or attack at range. If you have adventure tiles, a standard zone is 3x3 tiles.

Some map areas are outlined, labeled, or otherwise distinct. These are called segments, and offer special rules or options for snaps, actions, momentum, or interference. Selected examples include:

  • Cover: Attacks that cross suffer a penalty.Allows the crouch snap. Use an action to become immune to crossing attacks until your next turn.
  • Ledge: If you gain interference you fall down. Standing requires an agility check. If you are already down you fall off.
  • Rough: Areas cost 2 speed instead of 1. Hustling and similar checks suffer a penalty.
  • Water: Lose 1 grit if you are speed 0 or each time you fail a check.

Setup

If you surprise your opponents they must setup first. If you successfully set a trap you may get to place your opponents for setup. Likewise if you are surprised you may be forced to place yourself first and where you can start may be limited. After one side is placed the other sets up at close or long range (see below), their choice. The referee designates which edges of the zone are eligible for escape or arriving reinforcements.

Movement

When you use the move action you can move a number of areas equal to your speed. Zone segments may limit you to one type of speed (like swim or climb), otherwise you can mix and match as long as the total doesn’t exceed your speed.

The hustle snap lets you increase your speed. Note that you can use a hustle without using a move action, but your speed counts as 0 so you’ll gain 1 speed on a failed check or 2 speed on a success.

When you finish moving you must designate a facing to establish your flank. You can face any direction you choose. Draw an imaginary line perpendicular to your facing. Everything on or in front of that line counts as in front of your flank. Anything completely behind it is behind your flank. You can’t parry or attack behind your own flank, and suffer a penalty contesting check originating behind your flank.

Move Type Base Speed
Run 4
Jump 0
Climb 2
Swim 0

Range

Range applies a penalty to attacks, and sometimes perception. Weapons suffer no penalty until their listed range keyword. Within the listed areas there is a –1 penalty. The weapon’s maximum range is actually the next bracket, but any attack in that bracket suffers a –3 penalty.

A thrown weapon lists Close for range. There is no penalty for a target 1-4 areas away, –1 for a target 5-8 areas away, and –3 for a target 9-16 areas away. A rifle listing Long suffers no penalty from 1-16 areas, –1 from 17-32 areas, and –3 against a target up to 64 areas away.

Range Areas
Close 5-8
Short 9-16
Long 17-32
Extreme 33-64
Artillery 65-128

Overlap

Areas adjacent to an opponent and in front of the flank are called overlap. When you move from an overlap area the opponent may use a defense to immediately end your movement. Your facing automatically sets towards the area you tried to enter. You can likewise use a defense and win the contest to continue moving.

If you try to move through an opponent’s area they may check to stop you without using a defense. Occupied areas count as rough terrain whether occupied by friends or enemies. Endurance

After each exchange exhaustion might set in. If the referee calls for it, attempt an endurance check against your strength. If you fail you become exhausted (see page xxx). The referee might apply a penalty if you’ve been very active, or a bonus if you’ve been holding back. Opponents check as well, and will likely retreat if they become exhausted.

See Also


Version 2.5.2
©2014 Frameworks Games

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