Oct 6, 2016 1:44 am
The Combat Round
A combat round is defined by the number of actions that can be performed by each PC (one tactic, twitch, and freebie; or one task and a freebie) and the order in which those actions happen, called the initiative order. Other than those two traits, a combat round has no definitive limits. In terms of time, one combat round is usefully vague enough to allow the group more storytelling options. Groups are free to narrate fights in a style befitting the painstaking slow-mo of a John Woo shootout, or they can opt for a sudden, second-long burst of bloodshed ala a Tarantino stand-off.
For ease of reference, here's a summary of the combat round:
1. Initiative
⁃ The Market rolls one Red die for every Market force involved in the combat.
⁃ Players roll one Black die each and add their SPD
⁃ Players declare from highest to lowest numbers, after their SPD is added. The Market uses Red dice from the pool to place Market forces in-between their numbers. This is called the initiative order. (For instance, the players rolled and the Market got a 10, 4, and 1. Bill goes first with 11, Thug A goes next with a 10, Melanie got an 8, DeMarcus 7, Thug B goes at 4. The Market is out of forces, so the 1 is dropped and the initiative order established)
2. Declare, Spend, and Resolve
⁃ The highest initiative player or Market force declares a tactic, buys-a-roll, and resolves the action.
⁃ As the round continues, twitches and freebies are demanded by the actions of Market forces or used at the discretion of the player. Both twitches and freebies are unbound in the initiative order.
3. Deal Damage and Assess Penalties
⁃ Damage is recorded directly after the tactic that caused it. Damage is always the Black. Hit location is always the Red. The weapon used determines if the damage is Kill or Stun damage. The damage is unmodified by extra spends unless the gear is specifically upgraded.
⁃ Assess and implement any penalties as a result of health or Humanity loss.
4. Repeat
⁃ After everyone has acted, the combat round ends. Twitches unspent by the end of the round are discarded (unless the character is specifically using upgraded gear that allows them to be spent). The initiative order cycles back to the highest player and repeats until the conflict ends.
A combat round is defined by the number of actions that can be performed by each PC (one tactic, twitch, and freebie; or one task and a freebie) and the order in which those actions happen, called the initiative order. Other than those two traits, a combat round has no definitive limits. In terms of time, one combat round is usefully vague enough to allow the group more storytelling options. Groups are free to narrate fights in a style befitting the painstaking slow-mo of a John Woo shootout, or they can opt for a sudden, second-long burst of bloodshed ala a Tarantino stand-off.
For ease of reference, here's a summary of the combat round:
1. Initiative
⁃ The Market rolls one Red die for every Market force involved in the combat.
⁃ Players roll one Black die each and add their SPD
⁃ Players declare from highest to lowest numbers, after their SPD is added. The Market uses Red dice from the pool to place Market forces in-between their numbers. This is called the initiative order. (For instance, the players rolled and the Market got a 10, 4, and 1. Bill goes first with 11, Thug A goes next with a 10, Melanie got an 8, DeMarcus 7, Thug B goes at 4. The Market is out of forces, so the 1 is dropped and the initiative order established)
2. Declare, Spend, and Resolve
⁃ The highest initiative player or Market force declares a tactic, buys-a-roll, and resolves the action.
⁃ As the round continues, twitches and freebies are demanded by the actions of Market forces or used at the discretion of the player. Both twitches and freebies are unbound in the initiative order.
3. Deal Damage and Assess Penalties
⁃ Damage is recorded directly after the tactic that caused it. Damage is always the Black. Hit location is always the Red. The weapon used determines if the damage is Kill or Stun damage. The damage is unmodified by extra spends unless the gear is specifically upgraded.
⁃ Assess and implement any penalties as a result of health or Humanity loss.
4. Repeat
⁃ After everyone has acted, the combat round ends. Twitches unspent by the end of the round are discarded (unless the character is specifically using upgraded gear that allows them to be spent). The initiative order cycles back to the highest player and repeats until the conflict ends.