OOC:
Oskara: 0 Success / 1 Advantage
Lowhhrick: 2 Success / 2 Advantage
Pash: 1 Success / 0 Advatnage
Vex: 0 Success / 1 Advantage
Thugs: 1 Success / 0 Advantage
Initiative does not determine individual PC order, but rather PC and NPC slots. With the above rolls the initiative order would be:
PC
PC
NPC (Minion Group)
PC
PC
During a Round every PC will get one turn. When that turn occurs within the round is entirely up to the players. When a PC slot comes active
ANY player that has yet to have a turn during the round can go. This order can change every round as well, so it's possible that say
Pash acts last during round 1, but first during round 2 - this can be pretty useful from time to time.
During your turn you can take one
Action and make one
Maneuver.
An
Action is anything that requires a die roll (Attacking, trying to slice a door lock, etc.).
A
Maneuver is anything that requires a non-insignificant amount of time to do. This includes drawing/readying a weapon, moving, aiming, etc.
You
CAN gain a second Maneuver in one of three ways (but can
NEVER have more than two per turn)
1) Give up your Action for a Maneuver.
2) Suffer 2 Strain.
3) Spend two Advantages from your Action die roll.
For example, in the current situation a character could:
1) Maneuver: Draw a Pistol.
2) Suffer 2 strain to get a second Maneuver.
3) Maneuver: Aim (adds a boost die to your attack roll).
4) Action: Attack.
To conduct an attack you first choose one of the weapons on your sheet. Each weapon will have a corresponding skill to use when you make an attack, a damage value, range, and a critical value. The skills work just like before, find the skill and the corresponding characteristic and build your dice pool.
Difficulties of attacks are ALWAYS based on range:
ENGAGED - MELEE/BRAWL: 2 Purple
ENGAGED - RANGED LIGHT: 2 Purple
ENGAGED - RANGED HEAVY: 3 Purple
SHORT - RANGED: 1 Purple
MEDIUM - RANGED: 2 Purple
LONG - RANGED: 3 Purple
EXTREME - RANGED: 4 Purple
So for
VEX to hit a target at Medium range with a Light Blaster the die pool would be:
2 Green (Ranged-Light Skill[0] - Agility Characteristic[2]) and 2 Purple (Medium Ranage)
If
VEX takes a maneuver to aim, an extra Blue die would be added to the pool.
Any hit (at least one success) would cause the base damage of the gun (5) plus the number of successes.
Range Bands:
Engaged: Close enough to touch.
Short: Several meters. Moving to anywhere within short range requires one maneuver (to close to Engaged for example).
Medium: Several dozen meters. Moving from short to medium range requires one maneuver.
Long: Further than a few dozen meters. Moving from medium to long requires two maneuvers.
Extreme: Furthest range at which two targets can interact. Moving from long to extreme requires two maneuvers.
Yep, lots of text, sorry about that. Read as much/little as you like - we can cover specific as the come up. Actual play post coming right up!