Combat
At the start of Combat, roll Initiative:
Dexterity + Perception
Each Round of Combat represents 3 seconds of near-simultaneous action.
It's my Turn
You get one
Movement and one
Action on your turn every Round of Combat.
Movement
-
Movement is taken immediately before OR after your Action. It cannot be split.
-
You may Free Move (Dexterity + 1 - Stress) × 5 feet. Minimum 5 feet.
-
You may Dash up to an additional (Brawn) × 5 feet.
-
Dashing penalizes your Action -1 die per 5 feet.
-
All-out Sprint: instead of using Free Movement or Dash, you may spend your Action and roll
Brawn + Athletics.
You move
(Free Movement + Dash distance + 5) + (Outcome × 5) Feet.
Actions
-
Attack with your weapon or hands.
-
Evade by rolling to Defend or Dodge. Your Outcome is "spent" to reduce the
Outcome of any incoming attacks until your next Action.
-
Activate a Power or use an Ability as normal.
-
Hold your Action by declaring an Action and a triggering event.
If the event occurs before your turn on the next Round, you perform the Action.
I'm being attacked
If you have not yet spent your Action this Round, you may use it as a Reaction.
Reactions
-
Dodge by rolling Dexterity + Athletics.
Your Outcome is subtracted from the attacker's.
-
Defend with your weapon by rolling its attack roll.
Your Outcome is subtracted from the attacker's. Availability depends on weapon match-up.
-
Clash with the attacker using the same roll you would use to Defend.
The higher Outcome (not contested) is treated as the result of a successful, undefended attack
roll against the loser.
Desperate Defense
-
If you have already used your Action, you may Exert your Mind to perform a Reaction.
Your next Round's Action receives a -2 dice penalty. You cannot Clash as a Desperate
Defense.
Will to Survive
-
Once per Contract, you may reduce the severity of an incoming Injury up to 5 Severity levels
(to a minimum of Severity 5). You take a point of Mind Damage and suffer a Battle
Scar.
If an attack's Outcome is positive after defense, it results in a new Injury with Severity = Outcome + Weapon damage - Armor
Equipment
-
You can list any equipment you would reasonably be able to acquire at the store, online, etc.
-
You can carry up to Brawn x 15 pounds without it affecting your movement.
-
Most Playgroups only calculate how much equipment weighs if it seems like a Contractor is carrying too much.
Armor
-
Type
Armor
(Penalty to physical Actions)
-
Street clothes
0
(-0)
-
Rugged clothes
1
(-0)
-
Armored clothing
2
(-0)
-
Flack jacket and helmet
3
(-0)
-
Plate Armor
5
(-3)
Weapons
-
Type
Roll
(Damage)
-
Club or improvised weapon
Brawn + Melee
(+1)
-
Knife or dagger
(Dex or Brawn) + Melee
(+1)
-
Full-sized edged (sword, axe)
Brawn + Melee
(+2)
-
Edgeless thrusting (rapier, spear)
Dexterity + Melee
(+2)
-
Greatsword, giant axe
Brawn + Melee
(+3)
-
Handgun
Dexterity + Firearms
(+2)
-
Rifle, Shotgun
Dexterity + Firearms
(+3)
-
Anti-material sniper
Dexterity + Firearms
(+3, ignores 2 Armor)
(Requires one Action to set up tripod)
-
Rock or improvised thrown weapon
Brawn + Athletics, Difficulty between 7 and 9
+0 – +1
See the guide for a full list of Weapons and Armor.
Conditions and Circumstances
Contractors don't exist in a vacuum. Conditions and Circumstances describe other aspects of your charaacter that may
impact the game. For example, their financial status, legal / wanted status, any extra languages they know, or any curses they acquire.
Gifts
These are the payment you've received from your successful Contracts. They can be Powers, Legendary Artifacts, or the ability to craft single-use Consumables or multi-use Artifacts.
Players make their own custom Gifts for their Contractors using the custom Gift Builder on the website.