- Roll for Initiative - All players roll for initiative. Players take combat turns in order from highest initiative to lowest initiative
- Surprise Combat Round - Any combatants who have surprised others in combat act in a surprise combat round
- Regular Combat Rounds - All combatants act in each other combat round until combat ends.
- Take an Action or Attack
- Take An Action
- Make An Attack Roll - Melee: Physique + Melee + Weapon Accuracy + Other Modifiers; Ranged: Dexterity + Weapon Type Skill + Weapon Accuracy + Other Modifiers
- Defender Makes Defense Roll - Dexterity + Toughness + Other Modifiers
- Determine If You Hit - If you score a number of successes greater than the opponent's Defense, you hit.
- Calculate Damage - If you've hit, you do damage equal to your Weapon Damage + the number of net successes from the previous step - your opponent's Armor
- Free Actions
- Take an Action or Attack
Roll for Initiative
At the beginning of combat, all heroes involved should roll for initiative.
Initiative = [(Dexterity + Awareness)/2] + Quickness + Lightning Reflexes + 1d10
Surprise Combat Round
When in combat a character is taken by surprise, a suprisee combat round occurs before the regular combat rounds. After everyone rolls for initiative, any characters that were not taken by surprise act in the surprise combat round.
The surprise combat round is palyed just like a regular combat round, except that characters that were surprised are skipped in the turn order.
Regular Combat Rounds
In each regular combat round, on your turn, you may either take an action or make an attack. You may also perform any number of free actions before or after your normal action.
Take An Action
Each round of combat is about 3-5 seconds. During this time you may do any of the following actions:
- Equip a Weapon - Swap your equipped weapon with another.
- Run - You may move up to 5 x your Speed meters each turn.
- Defend - You may choose to take no other action and gain a +2 Defense bonus until your next turn.
- Aim - You may choose to spend the turn aiming for your next attack. Your next attack will recieve +2 bonus dice on your Attack Roll
- Do Something Else - Announce what action your character takes and make any relevant rolls. This must be an action that can be done in 3-5 seconds (GM Discretion).
- Delay Action - A player may choose to delay their turn. A delayed turn may be taken after any other players turn until your next turn.
Make An Attack
When making an attack, you must do the following things.
- Declare the Weapon/Ability Used
- Declare Your Target(s)
- Declare Your Attack Type
- Make An Attack Roll
- Defender Makes a Defense Roll
- Determine If You Hit
- Calculate Damage
Declare the Weapon/Ability Used
Declare which equipped weapon, super power, or other ability you are going to use.
Declare Your Targets
Declare the target(s) of your attack. Depending on the weapon this may be a person, multiple people, an object, or a proximity.
Declare Your Attack Type
You may make the following types of attacks. Each attack type has it's own costs and benefits. If you do not declare an attack type before rolling, it is assumed you are making a normal attack.
The modifiers of every action effect both the character's rolls on their turn and their Defense until their next turn.
Make An Attack Roll
Make an attack roll and count up attack successes.
Melee Attack Roll: Physique + Melee + Weapon Accuracy + Other Modifiers
Ranged Attack Roll: Dexterity + Weapon Type Skill + Weapon Accuracy + Other Modifiers
Defender Makes a Defense Roll
Each defending player makes a Defense Roll and counts up defense successes.
Defense Roll: Dexterity + Toughness + Other Modifiers
Determine If You Hit
Calculate the Net Attack Successes
Net Attack Successes = Attack Roll Successes - Defense Roll Success
If the Net Attack Successes is greater than 0, the attack hits.
If a melee attack hits, the defender may choose to attempt to Parry the attack if they have not yet made an action this round. Making a Parry counts as a full round action.
Determine the amount and type of the damage dealt and apply that damage to the defender.
The type of damage dealt is determined by the weapon/ability used. This may be modified by a hero's Weaknesses.
Damage Dealt = Weapon Damage + Net Attack Successes - Defender's Armor
Weapon abilities or other factors may also have abilities that alter the way damage is calculated. For example, Piercing allows for an attack to ignore a portion of a defender's armor.
You may also make any number of free actions during your turn, but you may only do each free action once per turn
Free actions are:
- Speaking - (without making any Persuasion, Deception, etc. checks)
- Drop an Item
- Move - You may move up to 2 x your Speed in meters per turn without using an action.
Parrying an attack blocks the attack and may give you a free, immediate, attack against the attacker.
When a melee attack hits you, you may choose to Parry it if the following conditions are true:
- If the attack was made with a melee weapon (not a brawl attack), you are wielding a melee weapon, or some object that could be used to parry the blow.
- If the attack was unarmed (a brawl attack) you can parry the attack unarmed.
- You have not taken an action yet this turn. Either because your turn has not come yet, or you have an unused delayed action.
If you decide to Parry the attack, this counts as your combat turn for the round. The next time your turn comes, it will be skipped.
To Parry the attack, make a Parry Roll
Parry Roll: Dexterity + Brawl or Melee (If armed with a Melee weapon)
If the number of successes on your Parry Roll is equal to the attack's Net Attack Successes, you have successfully blocked the attack.
If the number of successes on your Parry Roll is greater than the attack's Net Attack Successes, you may additionally make a free, immediate attack against the parried opponent.
Inspired by James Nash