Combat
Fights are a frequent occurrence for the average hero. Most fights aren't sneak attacks, however; there's usually moments of tension, verbal exchanges, and posturing before an actual fight. The GM should allow the players to role-play these moments before a Initiate Order is ever established.
However, eventually the combat has to start. When any character uses a Major Action in the presence of a character hostile to them, Defense Checks are made, that Action is resolved, then combat enters an Initiate Order. If more than one character wishes to take the initial Major Action, they should all make a Contested Check, with the highest roller being granted the opportunity.
Defense Checks
Before the initiating Action is resolved, all characters in the Encounter make an an Athletics Check, adding their Armor Adjustment. The result of this Check will serve as their Save against all Attacks for the Round. This check is rerolled at the end of each of the character's Turns. This roll is to be public to all players at the table, and strategizing based on the Checks of opponents is encouraged.
Turn Order
If the Action that initiates the Combat targets a character hostile to initator, the targeted character gets the First Turn. If no hostile was targeted by the Action, the nearest hostile character to the initiator gets the First Turn. If the character taking the First Turn was surprised by the initiating Action, they lose their Major Action for the Round.
After this First Turn is taken, play continues to the right. If the First Turn was taken by a GM-controlled Character, all GM-controlled Characters get turns before the player characters. When play passes to the Initator, they may take their turn as though this is a new Round and they haven't used their Major Action.
While in initiative, assume that 5 seconds pass with each Round; 12 Rounds for a minute.
On Your Turn
On your turn, you can use three Actions: 1 Major Action, 1 Minor Action, and 1 Movement Action. Any number of Free Actions can be made on a Turn. Any Action marked with an asterisk (*) can be used in Reaction to another character's Action, using your Action for the next Turn. For example, you can use an Assist/Disrupt Action during another character's Turn, but doing so will make it so that you don't get a Minor Action during your next Turn.
Major Action
For your Major Action, choose one of the following Actions:
Attack
Make an attack using a weapon. Improvised weapons (such as a rock, or lead pipe) and Unarmed Strikes count for this purpose. See Weapon List for Unarmed Strike and Improvised Weapon stats. Attacks are resolved as follows:
- The Attacker chooses a Target within Range. Melee Attacks have a Range of 1 meter unless otherwise specified. Ranged weapons will specify a Range value and will allow you to attack any Target you can see within a number of meters equal to your weapon's Range. You may attack a Target at twice the normally allowed distance with an Adjustment of -3 to Hit, regardless of if the Attack is Ranged or Melee. You may not attack a target further than this doubled range.
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The Attacker makes a Check using the weapon's Hit Attribute, adding its Hit Adjustment. If using a ranged attack within the Target's Melee Range, this check gets a -3 Adjustment.
If the Check is a Critical Fail, the weapon has a chance of breaking. If this happens, roll 1d100 against the weapon's Break Chance. If you roll higher than the chance, nothing happens. If you roll lower than or equal to the Break Chance, the weapon breaks, and must be repaired before being used again. If your weapon breaks, the Attack hits regardless of the Target's Save, and gains an Adjustment of +5 to Damage.
- If the Target's current Defense Check is equal to or greater than the Attacker's Check, the Attack fails and damage is not rolled. Otherwise, the Attacker now rolls Damage. Make a check using the weapon's Damage Attribute, adding its Damage Adjustment. Deduct the Damage from the target's HP.
Grapple
Make an unarmed melee attack against the target (see Attack). Instead of doing damage, the target gains the Grappled status. The Grappler's speed is cut in half while Grappling unless the target is a smaller size class than the Grappler's. Characters can only Grapple one target at a time. A Grapple can be ended by the Grappler at any time as a Free Action. If at any point, the Grappler fails a Save made with an Ability in the Body Category, the Grapple ends immediately. The grappled character may attempt to struggle as a Major Action, putting the Grappler in a Strength or Dexterity Contest, which could count as the failed Save that ends the Grapple.
Dash
Take an extra Movement Action.
Disengage
Become immune to Opportunity Attacks until the start of next Turn.
Extra Minor Action*
Take an extra Minor Action. This can also be used as a Reaction, allowing, for example, two Opportunity Attacks.
Major Action from a Feat
Many Feats provide new Major Actions to choose from.
Improvised Major Action
On your Turn, you can still do things as though in role-play. The GM may rule that one of these attempted actions is long/complex enough to count as a Major Action.
For example, you could attempt to wrestle a gun from an opponent's grip. The GM may rule that this would count as your Major Action for the round. If you agree to use your Major Action for this, the GM will have you roll a Check to see if you succeed.
Minor Action
For your Minor Action, choose one of the following Actions:
Opportunity Attack*
As a Reaction to a character moving from a space within your Melee Range to a space not within your Melee Range, you may use this Action to attack that character as though with the Attack Action.
Switch Held Item
Switch out the item you are holding for another item on your person, or pick up an item laying unguarded within 1 meter of you.
Take in Information*
Make a Perception, Knowledge, or Spirit Check to gather information that isn't readily apparent.
Assist/Disrupt*
As a Reaction to another combatant making a check, impose either +3 or -3 Adjustment on the Check.
Minor Action from a Feat
Many Feats provide new Minor Actions to choose from.
Improvised Minor Action
On your Turn, you can still do things as though in role-play. The GM may rule that one of these attempted actions requires enough focus to count as a Minor Action.
For example, you could say you open a chest. The GM could say that this would count as a Minor Action. You have the choice as to whether you go through with the action or not.
Movement Action
Move a number of meters up to your Speed. On a standard battle grid, one square is one meter. Given a 2 meter running start, you may jump up to a distance equal to 2 + (your Athletics score / 2) meters. Without a head start, you may jump half this distance. The distance traveled while jumping still counts towards your distance moved in the turn.
Moving through rough terrain, swimming, or climbing a rough surface effectively takes 2 meters of movement per meter actually moved. You cannot move through occupied spaces, solid objects, where there is nowhere to stand, or up smooth walls.
Unconsciousness and Death
If at any point, your HP drops to or below zero, you fall Unconscious. Your HP total can drop below zero. If your HP reaches the negative of your Max HP, you are dead.