Basic Rolls

Initiative

Initiative for Players:
Lower of
Athletics + Cunning
or
Empathy + Dexterity

Initiative for NPCs: one of their action pools = initiative (Desperation pool for Minor Characters)

Attacking

Melee Attack: usually (Close Combat + Dexterity/Might)

Ranged Attack: usually (Aim + Dexterity)

Defending

A character’s standard Defense is 1 which sets the Difficulty of the attacker’s roll. A character can defend to increase the Difficulty an attack must overcome to success- fully hit its target. The player may roll the most appropriate Reslience Attribute without any Skills and use successes on this roll to purchase Defensive Stunts. A player does not have to roll for defending until an attack is declared against her, but once she does the Stunts persist until the end of the round. If she is attacked again in the round, she may choose to give up her action to reset her Defense by rolling again, but she must keep the new result. Penalties to Defense from sources such as Injury Conditions can never bring the character’s Defense below 1.

A character may want to spend her action in the round to take a full Defense. To do this, roll the char- acter’s (Defense pool x 2). Each success increases the Difficulty required to inflict Injury, or may be split among other Defensive Stunts (including any Defensive Stunts granted by Edges). This is an ordinary action, and may not be part of a mixed action.

Defense Stunts:

• Dodge (Variable successes): Each success spent on the Dodge Stunt adds 1 to the character’s Defense.

• Dive to Cover (1 success): In response to a ranged attack, the character moves up to one range band away to reach cover established in the Field. Cover utilized by this Stunt absorbs Injuries

• Roll Away (Successes equal to opponent’s Composure): Move one range band away from the attacker.


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