Personal Combat

Let's make it personal. 

Personal Combat

Combat Rounds

A round in combat (or another action-oriented scene like a chase) encompasses enough time for all the characters involved to have one or two cinematic moments. A round could last a few seconds or as long as a minute—the focus is on the story.

Initiative

In combat scenes, combatants declare and resolve actions in descending order from highest Initiative score to lowest Initiative score.

At the start of combat, players roll 1D and add their Initiative rank to determine their Initiative score for the encounter. Player characters win ties against NPCs and players can decide who goes first in the event of a tie.

Instead of rolling, NPCs add +3 to their Initiative rank to determine their score. At the GM's discretion, a major NPC opponent may add +6 instead.

At the start of their turn, a character may choose to change their order in Initiative—they must select to take their turn immediately after a character who has yet to take their turn in the current round.

The Turn

In any order during their turn, a character can Move from one range to an adjacent range, take one Action, and take Free Actions if they can. They can also have a brief conversation and either pick up a loose object or swap which item they are holding one time.

Characters cannot take more than two Actions, including Free Actions, on their turn unless they roll the Gain Momentum destiny.

Actions characters can take include the following:

Ranges and Zones

Zones in scenes and during combat are measured by Range relative to a given character. You must spend your Move to move from one zone to an adjacent zone. As follows, the zone ranges are in order of nearest to furthest:

Dealing Damage

When a combatant's Attack Roll equals or exceeds their target's Defense, they then make a Damage Roll determined by their weapon. Reduce the target's current Resolve by the Damage Roll - the target's Armor Rating against the relevant damage type. Losing Resolve may be narrated as you becoming more vulnerable to injury or being harmed directly.

If an Attack Roll equals or exceeds the target's Defense by 7 and does not benefit from the Piercing quality, half the target's Armor Rating (rounded down.)

Becoming Wounded and Fallen Fates

When a PC or significant NPC’s Resolve is reduced to 0, they become Wounded.

When a Wounded character takes further damage, they choose a Fallen Fate. Until they Rest, they can ignore this effect a number of times equal to their Stamina or Control rank—whichever is higher. If they take damage greater than half their Maximum Resolve (rounded down), they cannot ignore this effect.

At the GM's discretion, significant NPCs can also choose a Fallen Fate when appropriate.

Characters can choose from one of the following Fallen Fates: