Character abilities are
divided into 5 types: Social, Physical, Mental, Martial and Special. The first
three are fairly self-explanatory. Social abilities are those that can be used
to influence or understand other characters, or that provide resistance to such
attempts. Mental abilities provide a character with knowledge, or mental
faculties beyond the typical person. Physical abilities allow the character to
manipulate their physical environment.
Martial abilities are
abilities that can only be used during combat. They may include training in
fighting, and skill with weapons. Martial abilities can not be used outside of
combat. While other abilities generally cannot be used in combat.
Special abilities are those
which for whatever reason do not clearly fall into one of the other categories.
Some may be able to be used in combat. The text of a Special ability will make
clear when and how the ability may be used.
Use of abilities should be
self explanatory, and unless stated otherwise, does not require a GM to
resolve.
The following is a
long-winded and overly complicated explanation of what essentially boils down
to: “Throw rock-paper-scissors, and add any bonuses, winner is the one with the
highest score.”
Combat is an unlikely occurrence,
and as such the combat system is designed to resolve combat as quickly as
possible, at the expense of some detail, so that everyone can get back to
role-playing. Combat is resolved in a series of exchanges. In an exchange each
character chooses one other character to attack, and defends himself against
any attacks against him. A character who is neither attacking, nor being
attacked is free to leave the scene if they wish.
An exchange begins with one
or more characters declaring attacks against other characters. The other
characters then have the option of declaring their own attacks, until all
nearby characters have declared who they are attacking, or passed.
The exchange is resolved by
each attacker and defender throwing rock-paper-scissors. The winner has a base
combat score of 1, the looser has a base combat score of –1. If the throw is a
tie, both characters have a base score of 0. To the base score, each character
adds any modifiers they have for martial abilities or weapons. The character
with the lower final combat score has lost the combat. If both combatants have
the same final score, the combat is inconclusive, and the combatants may chose
to continue combat during a second exchange.
What happens to a character
who has lost a combat exchange depends on what they were attacked with. If
their attacker used their bare hands, the looser is knocked out and
unconscious. They are not seriously injured and will recover 5 minutes after
the combat (not the exchange) is over. At this time they will be bruised, but
otherwise able to act normally. Other characters may of course do pretty much
anything they want to unconscious characters.
If the loosing character was
attacked by a weapon, including melee weapons and firearms, they are in a much
more serious situation. In addition to being unconscious, they are also
critically injured, and if not treated by someone with an appropriate ability,
will die within a short period of time. Even if treated, such characters will
remain injured and unable to participate in combat, or use physical abilities
for the remainder of the game.
If after the first exchange,
there are still characters who wish to attack each other, then a second
exchange proceeds, in the same manner as the first. This continues until there
are no characters who wish to attack any other characters in the scene.
Example 1:
Player 1 and Player A are
both unarmed, and have the Trained Fighter ability, which allows them to add 1
to their combat scores. Player 1 declares he is attacking Player A. In response
Player A declares he is attacking Player 1. No one else in the vicinity
declares an attack, so the players resolve the first exchange. They both throw
rock, giving each of them a base score of 0. Player A adds his bonus for the
Trained Fighter ability, giving him a final score of 1. Player 1 also adds one
to his score, also giving a final score of 1, the result of the exchange is a
tie. Neither opponent has landed a solid blow. A second exchange is begun, and
both players declare attacks against each other as before. This time Player 1
throws rock, and Player A throws paper. Paper beats Rock, so Player 1 receives
a base score of -1, and adding 1, results in a final score of 0. Player A
receives a base score of 1, and adding 1 results in a final score of 2, beating
Player 1. Player 1 takes a solid blow and falls to the ground unconscious
(because they were fighting unarmed). If player 1 had had a weapon, he would
have received an additional bonus to his score, which would have allowed him to
beat Player A in the first exchange, seriously injuring him.
Combats involving more than
2 fighters get a little more complicated, and should be supervised by a GM. If
a character is being attacked by group of two or more opponents, he picks one
of them as the primary opponent. He then throws against only the primary
opponent. The primary opponent may add one to his combat score for each
additional member of the group who is attacking the same character. If the
primary opponent wins the throw, the group wins. If the lone character wins, he
has bested the group, but only affects the primary opponent. Other characters
in the group are not rendered unconscious or injured, and may continue fighting
in a subsequent exchange. Characters may declare attacks against different
opponents in a new exchange if they wish.
If a character is attacked
by a character, or group, which he is not attacking in return (likely because
he is attacking someone else), he throws against the character (or primary
opponent) attacking him as usual, which may result in a second throw for that
character in the same exchange. However, during this throw, the defending
character receives a -1 to his score, and may not receive any bonus for
shooting a firearm (since he is shooting it at someone else). He may receive
any other combat bonuses normally. If he wins he has managed to avoid the
attacker, but does not affect him in any way. All cases where a character is
required to perform multiple throws in the same exchange are resolved
simultaneously.
Example 2:
Player 1 and Player A are
both unarmed, and have the Trained Fighter ability, which allows them to add 1
to their combat scores. Players 2, 3 and B are also unarmed, but have no combat
abilities.
Player 1, looking for
revenge gets reinforcements and comes looking for Player A. Players 1, 2 and 3
all declare attacks against Player A. Player A, seeing that he is outnumbered,
decides to try to even the odds by knocking out a few of Player 1’s buddies
first, so he declares that Player 2 is his primary opponent. Player B comes to
Player A’s aid, and declares an attack against Player 1. No other characters
declare attacks, so the exchange is resolved.
Player A throws against
Player 2, who is the primary opponent for the group attacking Player A. Player A
throws scissors, and Player 2 throws paper. Player A won the throw, so has a
base score of 1 with a bonus of +1 for his Trained Fighter Ability, giving him
a final score of 2. Player 2 lost the throw so has a base score of -1, and has
no bonuses due to abilities or weapons. But he does get +1 for each of the
other two characters attacking Player A, raising his final score to 1, not
enough to beat Player A, who knocks Player 2 unconscious. Players 1 and 3 are
unaffected, because Player A chose Player 2 as the primary opponent.
Player B throws against
Player 1, who is not attacking him back since he is part of the group attacking
Player A. Player B throws rock, and Player 1 throws paper. Player B lost the
throw, so he has a base score of -1, and has no modifiers from weapons or
abilities, so that is his final score. Player 1 won the throw, so his base
score is 1, he receives a -1 to his score because he is attacking someone else,
but he does still get his +1 bonus for having the Trained Fighter ability, leaving
him with a final score of 1. Player 1 won this exchange, but since he was not
attacking Player B, Player B is unaffected, he was simply unable to hurt Player
1.
After the first exchange,
Player 2 is lying on the ground unconscious, and Players 1, 3, A and B are
still able to fight in a subsequent exchange if they wish.
This method is designed to
quickly resolve who is left standing after a combat. If they wish, players may
take additional time to describe the blow-by-blow of their fights, especially in
one-on-one duals, where they are “making it look good for the crowd”. An
exchange is not necessarily a single punch or blow. This system just determines
who wins in the end.