The economy of combat is divided into two types, maneuvers and actions. Each character has one maneuver and one action. An additional maneuver may be gained by spending 2 Mental stress. An Action may be downgraded to a maneuver, but a character can never take more than 2 maneuvers in a round.
FOCUS - Target gains a Blue die to their next action
MOVE - Move one range band
EXPLOIT - Gain benefits against the target based on the Consequences currently on them.
Mild: A Blue Die, Moderate: A Green Die, Severe: A Yellow Die. Multiple consequences result in multiple dice when this maneuver is used.
STEADY - Gain the benefits of the last Block action you performed and impose a Black die on all incoming hostile checks. It costs 2 Stress to use this maneuver if the Block is magical in nature.
HONE - Add a quality from the below weapon quality list at the cost to your next attack. The cost can be paid in Physical or Mental stress. These abilities are also denoted by an (*) under the Weapon Qualities section.
ATTACK - Perform a check to deal damage to a target vs a Defensive skill
BLOCK - Perform an Average check. Gain temporary Soak equal to Success rolled. This block is activated in following rounds with the Steady maneuver. You may roll multiple Block checks in a combat but can never benefit from more than one.
There are three types of health; Physical, Mental, and Spiritual.
Soak is the ability to resist damage. It is a combination of the inherent ability to resist, items that enhance that ability, and active measures taken to block damage. Mechanically, Soak subtracts from incoming damage.
Stress represents both the character’s ability to avoid damage and the energy available to them in certain scenarios.
Wounds are a representation of how close the character is to death. When a character's Wounds hit Zero, they are no longer able to function. A character heals 1 Wound each time they rest.
Consequences are the injuries that will hamper the character as a result of wounds sustained. Consequences, mechanically, are a way for characters to avoid death by loss of wounds. Consequences are always suffered voluntarily and, generally, heal faster than wounds. The consequence taken is the same category of health type as the type of damage inflicted (Physical, Mental, Spiritual). There are four types of Consequences; Mild, Moderate, Severe, and Extreme.
Mild Consequences are, as they sound, mild in nature. They are not especially serious, but do present a hindrance to the character in the form of a Black die to all related checks of the type of health impacted. The character is able to trade 2 damage for a Mild consequence. In order to start the healing process a character must devote at least one scene starting the healing process. following this, the wound persists for one rest period after healing has started.
Moderate Consequences are a bit more drastic than Mild Consequences. They impact a character more heavily in the form of a Purple die added to all related checks. The character is able to trade 4 damage for a Moderate consequence. In order to start the healing process a character must devote at least one scene starting the healing process, passing a 3P difficulty check appropriate to the consequence taken. following this, the wound persists for two rest periods after healing has started.
Severe Consequences are a significantly more drastic than Mild Consequences. They impact a character more heavily in the form of a Red die added to all related checks. The character is able to trade 6 damage for a Severe consequence. In order to start the healing process a character must devote at least one scene starting the healing process, passing a 5P difficulty check appropriate to the consequence taken. following this, the wound persists for three rest periods after healing has started.
Extreme Consequences???
The only way to recover from injury is through medical treatment and rest. Most humans require 7-9 hours of uninterrupted sleep. As such, this is considered a rest period. During each rest period, a character can recover one wound and make progress on healing any successfully treated consequences. Additionally, unless something in the environment is preventing restful sleep, a character should recover all their stress across all stress bars.
Quality / Cost (Adv) / Description
Accurate / - / Add a number of Boost dice equal to rating to combat checks using this item
Blast / 2 or 3 / Deals damage equal to the rating to the target and all targets at one range band greater than the area of the attack.to the initial target. This damage is not reduced by Soak. If the attack misses, the Blast quality can still be activated at the cost of 3 Advantage.
Burn / 2 or 3 / Target is burning for a number of turns equal to rating. At the start of each of the target's turns they take damage equal to the number of turns left on the effect. This damage is not reduced by Soak. At the end of the target's turn, the rating decreases. If 3 Advantage was used, the rating instead increases at the end of the target's turn.
Concussive / 3 / Target is staggered (cannot perform actions) for a number of rounds equal to rating
Defensive / - / Add setback dice equal to the rating to melee combat checks targeting you.
Deflection / - / Add setback dice equal to the rating to ranged combat checks targeting you.
*Disorient / 2 / Adds a number of Setback dice equal to value to all skill checks the target makes. At the end of each of the target's turns, the number of Setback dice decreases by one.
*Ensnare / 3 / Target is immobilized (cannot perform maneuvers) for a number of turns equal to the rating unless the target is able to succeed on an Athletics check equal to the number of turns remaining on the Ensnare effect.
Finesse / - / You must have an Athletics score of at least the rating. You may add damage equal to the rating to a successful hit.
Inaccurate / - / Add a number of Setback dice equal to rating to combat checks using this item.
*Knockdown / 3 / Target is knocked prone
*Linked / 4 / Creates another instance of the attack. Each attack instance can only be assigned to a target at engaged range to the primary target. The primary target must always be the most difficult to hit target in Engaged range.
Mighty / - / You must have a Might score of at least the rating. You may add damage equal to the rating to a successful hit.
Move / 3 / Move a target one range band. Can be activated multiple times.
*Overcome / 3 / Remove any temporary soak on the target granted by Block before damage is applied
*Pierce / - / The target's soak is less effective. Treat the soak of the target as an amount lower equal to the rating.
Vicious / 4 / May deal damage straight to wounds. Inflicts additional damage equal to rating.