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Combat
Topic Started: Aug 15 2015, 06:34 PM (13 Views)
jpaxton
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COMBAT

Before combat, all players make a Battle roll TN 14 to see if they gain an advantage. A success grants the player one additional success die to roll at any time. A Great Success grants two dice. An Extraordinary Success three dice.

In combat, characters declare one of four stances at the beginning of the turn. The stances reflect whether the hero will be an aggressive attacker or stay on defensive or somewhere in between. The stance determines the TN to hit an enemy and in turn the enemy's TN to hit you. So if your character adopts Forward, the most aggressive stance, you require a TN of 6 + pary rating to hit. At the same time, the enemy requires a 6 + pary rating to hit you.

Forward TN 6 - actions include Intimidate foe using Awe or Battle/escape combat using Athletics
Open TN 9 - actions include rally comrades using Inspire or Song/escape combat
Defensive TN 12 - actions include protect comrade/escape battle
Rearward TN 12 for ranged attacks only. To have a character in rearward, two others must be engaged in melee combat. Actions include prepared shot/escape combat

Intimidate Foe - Success = enemy loses two Hate Points.
Great Success = enemy loses three Hate Points
Extraordinary Success = enemy loses four Hate Points

Rally Comrades - Success = comrades gain two Endurance Points
Great Success = comrades gain three Endurance Points
Extraordinary Success = comrades gain four Endurance Points
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