Combat & Encounters



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About Encounters

When using structured gameplay, the game is broken down into a series of Rounds, each of which is further broken down into a series of Turns. During a single Round, each Player Character and Non-Player Character gets one turn, during which they have the opportunity to accomplish tasks and perform various actions.

Rounds can last for roughly a minute or so in time, although the elapsed time is deliberately not specified. Players should keep in mind that a round lasts long enough for their character to move to a new location and perform an important action. They should also remember that although each round is broken up into turns that happen sequentially in gameplay, narratively the turns are occurring at roughly the same time.


Turns

Each character (whether a Player Character or a Non-Player Character) gets one Turn to act during each round.

The activities the character can perform during their Turn are split into three categories:


Encounter Steps

Step 1: Determine Initiative

At the beginning of the first round of combat, all players and NPCs need to determine in what order the characters will take their turns. This is referred to as the Initiative order.

To determine the Initiative order, each Player Character and NPC makes a Simple (—) Cool or Vigilance check.

Cool or Vigilance?
  • Characters should determine their Initiative using the Cool skill when they are aware and ready for combat (or whatever situation results in using structured gameplay). For example, rolling to see who goes first in a quick draw gunfight, or springing an ambush on an unsuspecting enemy would require Cool, as Cool is a skill representing a character's ability to remain calm, collected, and focused on the task in front of them.
  • Characters should determine their Initiative using the Vigilance skill when combat (or another situation resulting in structured gameplay) begins unexpectedly. Two enemies walking around a corner and running into each other would both use Vigilance to determine Initiative, for example. Likewise, someone being ambushed would also use Vigilance to determine Initiative (and if they ended up going earlier in the Initiative order than their ambusher, clearly they were vigilant enough to spot the ambush at the last second!).
  • It is important to note that different characters may use different skills to determine Initiative during the same combat, depending on their differing circumstances. Also, if the GM and players are unsure as to which of the two skills best applies to a given situation, they should default to using Vigilance.

Once all Initiative checks have been made, the GM notes down the results of each check and ranks them in order, from highest number of successes () to lowest number of successes.

If two checks are tied, the check with more is ranked higher.

If a Player Character and an NPC are still tied, the Player Character is ranked higher.


Step 2: Assign Initiative Slots

Once the GM has determined the Initiative order, they note which results were generated by Player Characters, and which results were generated by NPCs. The results generated by Player Characters become Player Character Initiative slots. The results generated by NPCs become NPC Initiative slots.


Step 3: Participants Take Turns

Beginning at the top of the Initiative order, the players and GM fill each Initiative slot one at a time with a character turn.

If the Initiative slot is a Player Character Initiative slot, then the players agree on one Player Character to fill the slot from amongst the Player Characters who have not acted that round. That Player Character then takes this turn.

If the Initiative slot is an NPC Initiative slot, then the GM chooses one NPC to fill the slot from amongst the NPCs who have not acted that round. That NPC then takes this turn.


Step 4: Round Ends

Once all NPCs and Player Characters have taken a turn, the round ends. At this point, certain effects that last until the "end of the round" may end.

The GM also determines if the ongoing action warrants additional rounds, or if it has been resolved. If the ongoing action continues, repeat step three using the same Initiative order generated in Step 1.

If the action has been resolved and the Encounter is over, proceed to Step 5.


Step 5: Encounter Ends

Once the action has been resolved, the GM ends the Encounter.

At this point, any character abilities that may only be used "once per Encounter" reset and any abilities that last "until the end of the Encounter" expire.

Each Player Character also has a chance to catch their breath and recover strain, and may take steps to help heal any incapacitated characters.