Attacking
In order to put the hurt on someone, you must be able to reach them. You can attack within the range of your weapon, as described by its tags.
When you have selected a valid target, you make an Attack roll. The dice pool for melee attacks is Close Combat + Might, while Athletics and Firearms cover thrown weapons, archery, and guns, respectively, and use different Attributes depending on the range of the target.
If you roll enough successes to exceed their Defense, your attack succeeds. After succeeding, you may spend additional successes to apply Stunts which range from dealing damage to more cinematic effects, such as tripping or disarming your opponent. Knacks and Boons may also grant additional Stunts.
Range: Close
Skill: Close Combat
Hit: Overcome the target’s Defense
Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
Blinding (1s): The target takes an increased Difficulty of 1 on all Shoot and Thrown attacks on their next action.
Break Up Grapple (1s): When targeting a character who is part of a grapple (that you are not in) you may use this stunt to break up their grapple.
Critical (4s): Deal an additional Injury Condition to your target.
Disarm (2s): You use your weapon as leverage, pulling or twisting your opponent’s weapon or item out of their hand. You may spend an additional success to knock the item into the “short” range increment.
Establish Grapple (Variable successes): You force your opponent into a grapple. Both you and they can only make grappling physical actions until someone breaks free. The person who initiates the grapple is “in control.” (see Grappled).
Feint (Variable successes): For every success spent on Feint, you generate Enhancement on your or an ally’s next attack against the opponent you’re attacking. You must designate the ally gaining the enhancement bonus when you make this attack.
Knockdown/Trip (1s): Knock your opponent prone where they stand.
Seize (2s): You take an object held by (but not strapped or attached to) your opponent. You must be strong enough to hold the object without effort, and you must have a free hand.
Shove (Variable successes): For every 1 success you spend after beating the Difficulty, you may push your opponent back a number of meters equal to your Might.
Sunder (3 successes): You use your weapon to damage your opponent’s gear (weapon, armor or otherwise), making it useless for the rest of the scene.
Range: Close
Skill: Athletics + Might
Hit: Overcome the opponent’s Defense
Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
Break Free (1s): You break out of the grapple. If you are in control, this requires no successes. If you are not in control, this requires you to spend success equal to the number of successes your opponent spent establishing the grapple.
Critical Hit (4s): Deal an additional Injury Condition to your target.
Gain Control (Variable): You maneuver yourself to be in control of a grapple. The cost of this Stunt is equal to the number of successes your opponent spent establishing the grapple. This Stunt can only be purchased when you are not in control.
Pin (2s): Deny opponent their Defense against all other attacks. Must be in control to initiate.
Position (per success; Difficulty equal to Opponent’s Dodge): You generate an Enhancement bonus that applies on your next grappling attack against the target equal to the number of successes spent on this Stunt.
Takedown (1s): You render both yourself and your opponent prone. You maintain the grapple. You may also employ Inflict Damage or Throw in conjunction with this, representing a body slam or sacrifice throw. Must be in control to use.
Throw (Variable successes): You hurl your opponent a number of meters equal to your Might in any direction you desire. Each success spent after the first increases the distance of the throw by a meter. Throwing counts as breaking free, thus ending the grapple. You must be in control to throw.
Range: Determined by weapon
Skill: Firearms
Hit: Overcome the target’s Defense
Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
Critical Hit (4s): Deal an additional Injury Condition to your target.
Disarm (Successes equal to opponent’s Combat Skill): You fire your projectile at the weapon or their hand, forcing them to drop it. You may spend an additional success to knock the item into the “short” range increment.
Emptying the Clip (0s): When using a weapon with the automatic tag, the attacker can choose to empty the clip. Emptying the clip adds a +1 Enhancement bonus to the attack in addition to the automatic tag’s usual benefits. After this action, you must make an ammunition check or be out of ammo and requiring a reload.
Knock Down (successes equal to opponents Stamina): You spend successes to knock your opponent prone.
Pin (Variable): Pin applies a Complication of 2 on the character’s next attack. If they choose not to buy off this Complication, then they receive one automatic Injury Condition relevant to the damage type of the weapon. A character can spend additional successes on this Stunt to increase the Complication.
Range: Short
Skill: Athletics
Hit: Overcome the target’s Defense
Inflict Damage (0s): Deal an Injury Condition to your target.
Blind (2s): The target takes an increased Difficulty of 1 on all Shoot and Thrown attacks.
Critical Hit (4s): Deal an additional Injury Condition to your target.
Disarm (Variable successes equal to opponent’s Combat Skill): You hurl your missile at their weapon hand, forcing them to drop it. You may spend an additional success to knock the item into the “short” range increment.
Line Drive (Variable successes equal to opponents Might): You spend successes to knock your opponent prone where they stand.
When you have selected a valid target, you make an Attack roll. The dice pool for melee attacks is Close Combat + Might, while Athletics and Firearms cover thrown weapons, archery, and guns, respectively, and use different Attributes depending on the range of the target.
If you roll enough successes to exceed their Defense, your attack succeeds. After succeeding, you may spend additional successes to apply Stunts which range from dealing damage to more cinematic effects, such as tripping or disarming your opponent. Knacks and Boons may also grant additional Stunts.
CLOSE COMBAT ATTACK
You strike your opponent at close range, either with a weapon or without.Range: Close
Skill: Close Combat
Hit: Overcome the target’s Defense
STUNTS
Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
Blinding (1s): The target takes an increased Difficulty of 1 on all Shoot and Thrown attacks on their next action.
Break Up Grapple (1s): When targeting a character who is part of a grapple (that you are not in) you may use this stunt to break up their grapple.
Critical (4s): Deal an additional Injury Condition to your target.
Disarm (2s): You use your weapon as leverage, pulling or twisting your opponent’s weapon or item out of their hand. You may spend an additional success to knock the item into the “short” range increment.
Establish Grapple (Variable successes): You force your opponent into a grapple. Both you and they can only make grappling physical actions until someone breaks free. The person who initiates the grapple is “in control.” (see Grappled).
Feint (Variable successes): For every success spent on Feint, you generate Enhancement on your or an ally’s next attack against the opponent you’re attacking. You must designate the ally gaining the enhancement bonus when you make this attack.
Knockdown/Trip (1s): Knock your opponent prone where they stand.
Seize (2s): You take an object held by (but not strapped or attached to) your opponent. You must be strong enough to hold the object without effort, and you must have a free hand.
Shove (Variable successes): For every 1 success you spend after beating the Difficulty, you may push your opponent back a number of meters equal to your Might.
Sunder (3 successes): You use your weapon to damage your opponent’s gear (weapon, armor or otherwise), making it useless for the rest of the scene.
GRAPPLE
You wrestle with your opponent. As part of a close combat attack, you can choose to place both yourself and your opponent in a grapple (see above). While grappling, you are normally limited to grappling Stunts in physical combat unless you Break Free before using some other maneuver. The person who initiates the grapple starts with control of the grapple. The grapple action is only taken when you are already in a grapple. To initiate a grapple, you must use a close combat attack. While in a grapple you can only use weapons with the “grapple” tag. While in a grapple and not in control of it, you cannot use the Withdraw Defense action.Range: Close
Skill: Athletics + Might
Hit: Overcome the opponent’s Defense
STUNTS
Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
Break Free (1s): You break out of the grapple. If you are in control, this requires no successes. If you are not in control, this requires you to spend success equal to the number of successes your opponent spent establishing the grapple.
Critical Hit (4s): Deal an additional Injury Condition to your target.
Gain Control (Variable): You maneuver yourself to be in control of a grapple. The cost of this Stunt is equal to the number of successes your opponent spent establishing the grapple. This Stunt can only be purchased when you are not in control.
Pin (2s): Deny opponent their Defense against all other attacks. Must be in control to initiate.
Position (per success; Difficulty equal to Opponent’s Dodge): You generate an Enhancement bonus that applies on your next grappling attack against the target equal to the number of successes spent on this Stunt.
Takedown (1s): You render both yourself and your opponent prone. You maintain the grapple. You may also employ Inflict Damage or Throw in conjunction with this, representing a body slam or sacrifice throw. Must be in control to use.
Throw (Variable successes): You hurl your opponent a number of meters equal to your Might in any direction you desire. Each success spent after the first increases the distance of the throw by a meter. Throwing counts as breaking free, thus ending the grapple. You must be in control to throw.
RANGED ATTACK
Using a ranged weapon, you fire a projectile at your target.Range: Determined by weapon
Skill: Firearms
Hit: Overcome the target’s Defense
STUNTS
Inflict Damage (0s + opponent’s Armor): Deal an Injury Condition to your target.
Critical Hit (4s): Deal an additional Injury Condition to your target.
Disarm (Successes equal to opponent’s Combat Skill): You fire your projectile at the weapon or their hand, forcing them to drop it. You may spend an additional success to knock the item into the “short” range increment.
Emptying the Clip (0s): When using a weapon with the automatic tag, the attacker can choose to empty the clip. Emptying the clip adds a +1 Enhancement bonus to the attack in addition to the automatic tag’s usual benefits. After this action, you must make an ammunition check or be out of ammo and requiring a reload.
Knock Down (successes equal to opponents Stamina): You spend successes to knock your opponent prone.
Pin (Variable): Pin applies a Complication of 2 on the character’s next attack. If they choose not to buy off this Complication, then they receive one automatic Injury Condition relevant to the damage type of the weapon. A character can spend additional successes on this Stunt to increase the Complication.
THROWN ATTACK
You hurl a weapon, such as a hatchet or a javelin, with your raw physical strength.Range: Short
Skill: Athletics
Hit: Overcome the target’s Defense
STUNTS
Inflict Damage (0s): Deal an Injury Condition to your target.
Blind (2s): The target takes an increased Difficulty of 1 on all Shoot and Thrown attacks.
Critical Hit (4s): Deal an additional Injury Condition to your target.
Disarm (Variable successes equal to opponent’s Combat Skill): You hurl your missile at their weapon hand, forcing them to drop it. You may spend an additional success to knock the item into the “short” range increment.
Line Drive (Variable successes equal to opponents Might): You spend successes to knock your opponent prone where they stand.
GRAPPLED
You’re held fast in a powerful grip.
Effects: You cannot move from the spot. Your grappler may drag or throw you with an opposed Might + Athletics roll, and automatically wins ties.
Resolution: Unless you are released, you must escape the grapple with an opposed Close Combat or Athletics + Dexterity or Might roll. Success also allows you to reverse the grapple.
Comments