Combat

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Basics

Combat is central to the Game and designed to be quick, tactical, and fun. 


There are no maps or miniatures. Distance and position are not tracked in any definitive way. Instead, it is assumed a player can always get to their target because…well, because they are a bad ass. 

Combat Structure

There is no initiative order, and each round unfolds as follows:


Players take their turn:


Powers can be cast so long as the player has miasma and do not require a roll, they always succeed. Each power can be used once per turn.



Enemies do not have individual turns and act on the GM turn or in reaction to a player roll. They also don’t roll to hit and deal automatic damage. 


Drops are usually health or miasma and are shared between players however they decide.

Actions

A player gets two action per turn in combat. There are several ways to use an action. 


Types of Actions


Basic Actions


Skill Actions

Most traditional RPG skills can be translated into a Vigor, Motion, or Focus check. There are some specific actions where bonuses are available through a profession or other source. They are as follows: 



Rolling for an Outcome

If the success of an action is in doubt, the player rolls a pool of six-sided dice equal to the attribute score being used. They keep the highest result which determines the outcome of the action:


      1-3: The action fails and there is a consequence

     4-5: The action succeeds but with a consequence

         6: The action succeeds 


Consequences are what best fits the scenario as determined by the GM. It might be an enemy attacking and dealing damage or calling for help. 

Miasma and Powers

Characters can call upon a small set of powers while on a mission. These powers are activated through use of Miasma. Each power costs 1 miasma to use and can be used once per turn. Classes start with a base miasma pool which can grow as the character progresses


Characters can do the following for 1 miasma:

Health, Damage, and Death

Characters start with health based on their class and may gain more as they progress. 

Damage is dealt in set numbers, 2 rather than 1d6 for example, so there are no damage rolls.

When an enemy gets to zero health, they are dead. Players are much harder to kill. 


If a player drops to zero health, they have fallen. This is not the end and they do not have to roll a new character. Players can rise from fallen in a number of ways:


Revive: roll a six-sided die to determine which attribute is decreased: 

1-2 for Vigor

3-4 for Motion

5-6 for Focus. 

This decrease only lasts until the end of the current mission. 


Characters cannot do the following while fallen:

Combat Drops

Mission Loadout

Going into a mission players must decide on a loadout for their character. The loadout identifies what weapons, gear, and powers the character will have access to during the mission. 


A loadout contains the following:


Additional power, weapon, and gear loadout slots can be purchased using progression points.