Combat

Mar 16, 2018 2:00 pm
Fast, furious, and fun does describe the system but how's the combat? Well a bit swingy at times and chaotic. You draw a card for initiative and go by value than suite (reverse alphabetical). While there are edges that give you more cards to pick from or a minimum you can get the order is kind of random. The giant in the fantasy based game might end up going first for some odd reason. You might have the bad luck to get five and below for a few rounds.

That said combat works on your turn a few different ways, for close combat you have a few options but you're trying to hit a target number (target's parry) usually if you're attacking. You might have a weapon or edge that gives you reach or a bonus to attack, there's also the option to wild attack which drops your parry by -2 until you next turn but you're at +2 to attack and damage (only on melee attacks).

Now lets say you don't want to be an up in your face fighter type you prefer to shoot from afar. Shooting requires usually a stock target number of 4, if you aim you get a +2, if you're outside normal range there's a penalty to hit depending on by how much. Is the target behind cover? There might be a penalty, how's the lighting look? In the odd event your target runs up into melee and you want to shot the target number changes to their parry.

Well lets say you're not a fighter and you're not a shooter you just have to sit out of combat right? Wrong there's tricks you can do if you have a high agility or smarts that may give you just a bonus to your next action against them or best case you get that plus they're shaken. In addition to tricks there is tests of will. You can taunt, attempt to persuade, etc to verbally assault a combatant, while you may not damage them getting them to go in to the fetal position and cry takes them out of combat.

Granted there's a few other things to cover like getting the drop on someone and super powers/arcane/not normal powers.

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