Difference between revisions of "Encounter"

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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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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.
  
==Turn==
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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.
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.
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*Resolve [[state]]s
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*Reset [[guard]]
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*Execute [[action]]
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*Execute [[snap]]
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==Guard==
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==Turns==
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:
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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.
*'''[[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.
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*Resolve any [[state]]s.
*'''[[Dive]]''': A special [[dodge]] that lets you move away from an attack. Roll against [[agility]], 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]].
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*Use your [[action]].
*'''[[Retort]]''': A special [[resist]] that cooperates with other defenders. This may block a social attack aimed at someone else.
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*Use your [[snap]].
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*Reset your [[guard]].
  
==Snap==
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==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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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.
*'''[[Creep]]''': While hidden, make a [[subterfuge]] check or lose 1 decoy.
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Aim: Make an attack with a ranged weapon.
*'''[[Crouch]]''': Use when adjacent to cover. Until your next turn you gain a bonus to [[dodge]] attacks the cover applies to.
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*[[Disappear]]: Become [[hidden]].
*'''[[Distract]]''': Check appearance as a social attack. If you succeed your target gains [[interference]].
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*[[Fight]]: Strike an opponent within reach.
*'''[[Fend]]''': Gain an extra [[parry]] defense until your next turn.
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*[[Move]]: Move your speed across the map.
*'''[[Equip]]''': Equip or stored an item.
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*[[Persuade]]: Make a social attack with your voice.
*'''[[Hustle]]''': Make an [[agility]] check and get +1 speed if you fail or +2 speed if you succeed.
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*[[Prepare]]: Gain a bonus on your next check.
*'''[[Order]]''': Control the actions of [[follower]]s who would otherwise flee.
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*[[Recruit]]: Assume command of denizens.
*'''[[Perceive]]''': You eliminate a decoy or discover details if you succeed at a [[sense]] check.
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*[[Screen]]: Defend yourself (see Defenses below).
*'''[[Quip]]''': You gain an extra [[retort]] defense until your next turn.
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*[[Steer]]: Control a creature or vehicle’s movement.
*'''[[Stand]]''': Eliminate the [[down]] state.
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==Action==
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==Furious Actions==
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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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.
*'''[[Aim]]''': Use [[machinery]] to attack with a [[range]]d weapon.
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*'''[[Convince]]'''. Use [[communication]] to change a the opinion of a target with no grit.
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*'''[[Fight]]:''' Use [[combat]] to strike an opponent within [[reach]].
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*'''[[Mount]]''': Use [[survival]] to ride a creature.
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*'''[[Prepare]]''': Gain a bonus on your next check.
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*'''[[Race]]''': Move your speed across the map.
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*'''[[Recruit]]''': Use command to control denizens.
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*'''[[Screen]]''': Abort to defend yourself. See below.
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*'''[[Steer]]''': Use [[machinery]] to control a [[vehicle]].
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*'''[[Persuade]]''': Use [[communication]] to attack with your [[voice]].
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*'''[[Vanish]]''': Use [[subterfuge]] to become [[hidden]], placing 2 decoys in adjacent areas.
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==Screen and Defense==
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The three most common cases are bursts, charges, and sundry attacks.
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.
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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.
*[[Dodge]]: You check [[agility]] to contest a physical 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.
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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.  
*'''[[Parry]]:''' Check [[combat]] to contest an attack within [[reach]].
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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.
*[[Resist]]: You check [[heart]] to contest a [[social]] attack.
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==Zone==
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==Snaps==
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.
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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.
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*[[Creep]]: While [[hidden]], make a subterfuge check to prevent losing 1 decoy.
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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.
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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.
  
==Segment==
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==Guards==
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]].
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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.  
  
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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:
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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.
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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.
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==Defenses==
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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'''
 
|-
 
|-
|[[Cover]]||Attack [[line]]s that cross suffer a penalty.
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|Run||4
 
|-
 
|-
|Ledge||If you gain [[interference]] in the area you fall [[down]], if you go down you [[fall]] to the bottom of the segment.
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|Jump||0
 
|-
 
|-
|Rough||Make a [[balance]] check against move or the area costs 2 speed to enter instead of 1.
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|Climb||2  
 
|-
 
|-
|Slippery||If you gain [[interference]] you fall [[down]].
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|Swim||0
|-
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|Steep||You must use your climb speed, and it counts as a ledge.
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|-
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|Water||You must use your swim speed and if you gain interference you start to [[drown]].
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|}
 
|}
  
==Setup==
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==Range==
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.
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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.''  
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 an [[agility]] 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.
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{|Border="0" cellpadding="5" cellspacing="0"
 
{|Border="0" cellpadding="5" cellspacing="0"
|'''Move Type'''||'''Normal Speed'''||'''Notes'''
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|'''Range'''||'''Areas'''
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|-
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|Close||5-8
 
|-
 
|-
|Run||4 ||Default ground movement.
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|Short||9-16
 
|-
 
|-
|Climb||2 ||Used in steep areas.
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|Long||17-32
 
|-
 
|-
|Jump||1 ||You properties and low obstacles between your starting area and ending area.
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|Extreme||33-64
 
|-
 
|-
|Swim||2 ||Used in water areas.
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|Artillery||65-128
 
|}
 
|}
  
 
==Overlap==
 
==Overlap==
When you are in an adjacent area, essentially touching an opponent, it's called an '''overlap'''. If the character is friendly there is no effect. Entering an opponent's overlap ends your movement. Once you are in an overlap, you must make a move check to exit from one overlapping area to another, and your opponents may use a defense to contest you with a dodge or parry. If you fail (or lose) your movement ends. There's no check or contest to exit into an area without overlap. You may not enter an opponent's area, but you may jump over it if you have a jump speed of 4 (2 to go up an area, then 2 to move over the area). Moving through an ally is possible, but counts as an overlap requiring a check.
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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.  
  
==Endurance==
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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.
One of the conditions that may change after an exchange is exhaustion can set in. If the referee calls for it, you must attempt an [[endurance]] 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.
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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 are trying to resolve your conflict:
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*[[Battle]] - Resolve a conflict with force.
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*[[Chase]] - Escape a conflict with speed.
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*[[Dispute]] - Resolve a conflict with persuasion.
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*[[Infiltration]] - Avoid a conflict through stealth.
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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]]
  
{{V251}}
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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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