In this chapter we'll go into some special cases which make combat more complicated. Also, we'll extend the combat system. Previously we've described all fights in terms of one-on-one physical battles, but there are many other kinds of struggle your characters might face in a game: from slinging insults to matching wits with an enemy general to a game of chess. Unlikely SkillsOften someone will try to use a skill whose applicability to the task in hand is only tangential. In this case, they get to roll as per normal, discarding their highest die. Do make sure as a GM, though, that you only apply this penalty when the skill is unrelated to what the player is doing, rather than just applying it when the player's solution wasn't the one you intended her to use. Generally, players should be able to come up with their own solutions to problems. Some examples of Unlikely uses of skills:
Burning FocusesAt any time in a fight, a player can permanently sacrifice a focus which he hasn't yet wagered. For each point invested in the focus, he can recover three points to anybody's defence pool, or deduct one point from anybody's defence pool. This doesn't count as his action for that turn. Limit BreaksAs the game carries on, you can spend XP to add Limit Breaks (or Limits for short) to your Focuses. Limit Breaks are special abilities which you can then use in a fight where that Focus is staked. A Limit might, for example, allow you to increase or decrease the number on one of your dice by 1, or it might enable you to reroll your dice. A Focus can have XP worth of Limit Breaks attached to it equal to its level. So a level 1 Focus can only have 1xp worth, but a level 5 Focus can hold up to 5xp worth of Limit Breaks. Each Limit can only be used once per fight. They can only be used when you're attacking, after you've rolled your dice but before your opponent rolls theirs, and only after you've rolled enough of the same number. And yes, you can use a limit which changes your roll in order to give yourself even more of the same number and active a more powerful limit. There are three kinds of Limits:
To save you from doing the maths yourself, this table shows you how often you can expect to get each type of limit (that is: how many dice rolls you can expect to make between limits) depending on what your skill is.
The chapter on XP and advancement has a list of sample Limits. Non-human combatantsSo far we've assumed all combat is between people, but that doesn't have to be the case. If, for example, a party was trying to navigate the Dread Catacombs of Ooom, then this would be a combat between the party and the catacombs. The catacombs' would have skills like Full of Monsters (Might), Laden with Traps (Might), Overwhelmingly Cunning (Mind) and so on. Non-human combatants don't necessarily have the last-ditch Your Life Focus. Instead, their Focuses will depend on what the players are trying to get out of them. If the party are trying to navigate the Dread Catacombs of Terror to get into the back way of the castle, the Catacombs will have a focus named Way Into The Castle. If the Catacombs also have a hidden gem at the bottom, that will be a higher-rank focus that the party will have to risk more to get hold of. Swarms of MooksWe've also assumed all combatants are individuals, but again that might not be the case. Endless swarms of mooks are a staple of this genre and can be handled in two ways:
Struggles Which Aren't CombatThe combat system can be extended to other forms of conflict. It could represent a war of words or a battle of wits (though in our experience, wars of words don't tend to stay wars of words for long...) Something to clarify is that this doesn't preclude you roleplaying out conversations. Indeed, we'd encourage you to do so, and only start staking things when the players want to push through a conversation even though an NPC is stonewalling them. |