Combat Turns

 

Although most Combat will be physical, this system is also used for any time you want to slow down time, and know what’s happening every instant – such as a heated debate, for example, or trying to defuse a bomb.

 

Everything in combat works the same as in normal time.  The only difference is that time is compressed into ‘Turns’.  Turns do not equal any particular amount of normal time – one turn is just ‘however long it takes for everyone to make one action.’  After the Combat is resolved, you can figure out how long it took in game time – five Turns in a back alley brawl might take only a minute, while five Turns in a formal wrestling match might take a half-hour.

Magic in Combat: Any Rote may be used in combat, requires your Action, and takes one full turn to cast.  All Rotes have their normal effects, although I’d recommend that you not use complicated or lengthy Rotes while in the heat of battle.


Phases: Combat has three phases – Declaration, Challenges, and Resolution.

 

1. Declaration: Whenever going into Combat turns, the players involved must clearly ask “who is involved in this scene?”  All other players must either immediately join the Combat, or stay out of the Combat.  The players involved in the Combat may also declare other players they wish to be in the Combat (basically, the targets of their attacks).  This declaration phase is to prevent fights from bogging down into massive mob battles.  Most fights will be finished in 30-60 seconds of in-game time: not enough time for you to wander over, see that your pal is losing, and enter the fight.

The declaration of Combat must be made clearly.

If a player opts not to join the Combat during the Declaration phase, they may not join that Combat scene until it is resolved.  No exceptions.

 

2. Challenges: Here’s where everyone involved pulls out their character sheet and dice, and starts figuring out who won.  Rather than running around the room, mimicking your character’s movements, I recommend that everyone in the Combat find a table where they can circle around, do their Challenges, and discuss what happens.  I recommend you form a circle based on your Initiative scores.

 

Each Turn, everyone gets one Action, with which they may do one Mental, Physical, or Social Challenge (if they wish).

 

Physical

Attacking requires an Action, but defending from attacks does not require an Action.

Close Defense: You may defend with Melee (Parrying), Brawl (Blocking), or Dodge (Dodging).

Ranged Defense: You may only Dodge against Ranged attacks, unless you have a suitable shield with which to use Melee.

Stamina Defense: If you’re unable to defend otherwise, you may always use your Stamina to defend.  You don’t get to add an Ability, though, so this number will almost always be lower than your other defenses.  It’s just Stamina + Willpower + d6.

 

Initiative: Your physical, mental, and social initiatives will be marked on your sheet.  In a Challenge, the higher initiative goes first.  Either an ST or one of the players will count down from 15 to 1.  When he gets to your Initiative (whichever type of Challenge you’re using this Turn) say ‘hey’ and point to the person you’re challenging.  In the event that your target has the same Initiative, the higher secondary number goes first (So an Initiative of 9.4 goes before 9.2).  If both numbers are exactly the same, roll dice to determine who goes first.

 

No instant-kills, no called shots, no special situations.  When in combat, I recommend you just do some quick Challenges to figure out who won, then worry about who leapt over what and how cool the action scene was.  You can always tell people how the fight went once the Challenges are done.

 

Movement: There are no rules for range or cover in this system, so it’s not important to know exactly where your characters are in relation to each other.  Rules for running away from Combat are below.  Characters with Ranged weapons may be attacked normally – your character is assumed to close the distance and attack.

 

Range: Certain weapons may be marked with a ‘maximum range’ value.  This will usually be 1 Turn for handguns, and 2 Turns for rifles.  If the wielder of this weapon goes to the weapon’s maximum range, spends some time aiming, and then fires, it will take the other characters either 1 or 2 Turns to run and reach his position.  So basically he has a short amount of time to prepare a spell, or fire another shot.  After 1 or 2 Turns, the other characters will arrive on the scene.  (Remember that a Turn can be a variable amount of time – so these 2 Turns could represent the two minutes it takes to run the quarter-mile to your position.)

Maximum Range cannot be used indoors (except maybe an indoor stadium), since the character can’t get far enough away.  I realize that this is not a perfect system, merely a compromise to allow for sniping.  If this rule gets abused, it will be removed.

 

Escape!

Sometimes a fight breaks out, and you don’t want to be in it!

-If nobody is following you, and you’re not involved in the fight, you can just leave on your Physical Initiative.

-If someone is chasing you, make a Physical Challenge against them on your Initiative.  If you win, you escape.  (Ties go to the pursuer.)

-If many people are chasing you, you make a Physical Challenge against all of them each Turn, comparing your Trait Total against each pursuer’s.  Anyone you beat falls behind, but can catch up if you stop for any reason (such as being hit by a pursuer).

-If someone is blocking your exit, is attempting to hit you, or otherwise in close proximity to you, you must win a Physical Challenge using Offense to force your way past them on one Turn, and another Physical Challenge with Dexterity next Turn to outrun them and escape.  If they win a Physical Challenge against you before you escape, you have to start over.

-If you can teleport or otherwise escape through magic, you may do so on your Mental Initiative, after taking the Paradox required.

 

Combat is not intended to accurately simulate a fight.  It is meant to be a quick and efficient way to determine a victor and move on.  Don’t get caught up in all the little details.

 

3. Resolution: At this phase, everyone involved in the Combat should decide what happened.  Tony took 2 Lethal from Brawl attacks – but was that a broken leg, a bloody jaw, or a fall out a third story window?  At this point, you can announce to everyone nearby what they saw, and how impressive it seemed.  The Resolution phase, not the Challenges phase, is where you should describe your special maneuvers, leaping over chairs, spinning backfists and such.  This is where you take the results of the Challenges phase, and use them to build a better story.

 

Example of Combat (and other game mechanics)