Combate
Combate
Most Antagonists (see Chapter Six) just have CLOSE COMBAT ATTACK
a “Defense” statistic. We’ve broken down the You strike your opponent at close range, either with a
granular stuff that goes into what Difficulty you weapon or without.
need to beat for these actions, but for nearly every
Combat action rolled against an Antagonist, Range: Close
just beat their Defense and you’re golden.
Antagonists often have high Defenses; failing to Skill: Close Combat
hit them in combat generates Momentum, which Hit: Overcome the target’s Defense
allows you to boost dice pools, which allows you
to beat their Defense. Failing that, you should rely STUNTS
on teamwork and Stunts (and not just combat Inflict Damage (0s + opponent’s Armor): Deal an Injury
Stunts — remember, you can and should apply Condition to your target.
an Enhancement Stunt to a different Skill and
Attribute combination) to carry the day. Similarly, Blinding (1s): The target takes an increased Difficulty of
Antagonists don’t per se suffer from Injury 1 on all Shoot and Thrown attacks on their next action.
Conditions, but they should have Complications
penalties applied to them as necessary. Break Up Grapple (1 success): When targeting a char-
For Stunts with variable success costs versus an acter who is part of a grapple (that you are not in) you
opponent’s trait, assume that the successes are may use this stunt to break up their grapple.
equal to one-half of the opponent’s relevant pool, Critical (4s): Deal an additional Injury Condition to
rounding up for Attributes and rounding down for your target.
Skills. For example, tripping a huge but ungainly
Villain would target their Desperation Pool (5); Disarm (2s): You use your weapon as leverage, pulling
rounding up, that means the Trip Stunt is 3 successes or twisting your opponent’s weapon or item out of their
once you’ve beaten their Defense. If you’re trying hand. You may spend an additional success to knock
to knock the sword out of the grasp of a fast, but the item into the “short” range increment.
obviously unskilled, shadow ninja, you’d again
target their Desperation Pool (5) but round down, Establish Grapple (Variable successes): You force your
for 2 successes. opponent into a grapple. Both you and they can only
make grappling physical actions until someone breaks
free. The person who initiates the grapple is “in con- the number of successes your opponent spent estab-
trol.” (see Grappled above). lishing the grapple.
Feint (Variable successes): For every success spent on Critical Hit (4s): Deal an additional Injury Condition to
Feint, you generate Enhancement on your or an ally’s your target.
next attack against the opponent you’re attacking.
You must designate the ally gaining the enhancement Gain Control (Variable): You maneuver yourself to be
bonus when you make this attack. in control of a grapple. The cost of this Stunt is equal to
the number of successes your opponent spent estab-
Knockdown/Trip (1s): Knock your opponent prone lishing the grapple. This Stunt can only be purchased
where they stand. when you are not in control.
Seize (2s): You take an object held by (but not strapped Pin (2s): Deny opponent their Defense against all other
or attached to) your opponent. You must be strong attacks. Must be in control to initiate.
enough to hold the object without effort, and you must
have a free hand. Position (per success; Difficulty equal to Opponent’s
Dodge): You generate an Enhancement bonus that ap-
Shove (Variable successes): For every 1 success you plies on your next grappling attack against the target
spend after beating the Difficulty, you may push your equal to the number of successes spent on this Stunt.
opponent back a number of meters equal to your Might.
Takedown (1s): You render both yourself and your
Sunder (3 successes): You use your weapon to damage opponent prone. You maintain the grapple. You may
your opponent’s gear (weapon, armor or otherwise), also employ Inflict Damage or Throw in conjunction
making it useless for the rest of the scene. with this, representing a body slam or sacrifice throw.
Must be in control to use.
GRAPPLE Throw (Variable successes): You hurl your opponent a
You wrestle with your opponent. As part of a close combat number of meters equal to your Might in any direction
attack, you can choose to place both yourself and your opponent you desire. Each success spent after the first increases
in a grapple (see above). While grappling, you are normally limit- the distance of the throw by a meter. Throwing counts
ed to grappling Stunts in physical combat unless you Break Free as breaking free, thus ending the grapple. You must be
before using some other maneuver. The person who initiates the in control to throw.
grapple starts with control of the grapple. The grapple action is
only taken when you are already in a grapple. To initiate a grapple,
you must use a close combat attack. While in a grapple you can
RANGED ATTACK
Using a ranged weapon, you fire a projectile at your
only use weapons with the “grapple” tag. While in a grapple and
target.
not in control of it, you cannot use the Withdraw Defense action.
Range: Close Range: Determined by weapon
Hit: Overcome the opponent’s Defense Hit: Overcome the target’s Defense
STUNTS STUNTS
Inflict Damage (0s): Deal an Injury Condition to your Inflict Damage (0s): Deal an Injury Condition to your
target. target.
Break Free (1s): You break out of the grapple. If you Critical Hit (4s): Deal an additional Injury Condition to
are in control, this requires no successes. If you are not your target.
in control, this requires you to spend success equal to
DEFENDING/ATTACKING 117
Disarm (Successes equal to opponent’s Combat Skill): as part of their mixed action on their turn. This can be used to
You fire your projectile at the weapon or their hand, defend another character, defend an object, or stop a character
forcing them to drop it. You may spend an addition- from operating machinery. As long as the Storyguide thinks
al success to knock the item into the “near” range it is possible for the character to stop another character from
increment. performing the action (For instance, it is very difficult to
stop a person from opening their eyes in combat time) it is
Emptying the Clip (0s): When using a weapon with the possible to complicate the action. Complicate action inflicts
automatic tag, the attacker can choose to empty the a Complication (Blocked) on any character attempting to
clip. Emptying the clip adds a +1 Enhancement bonus perform the stated action equal to the number of successes
to the attack in addition to the automatic tag’s usual spent on Complicate Action. If a character chooses not to buy
benefits. After this action, your weapon is out of ammo off this Complication, then they automatically fail to perform
and will need to be reloaded before you can fire the the stated action.
weapon again
Skill Used: Varies based on the action declared, usually
Knock Down (successes equal to opponents Stamina): Athletics or Close Combat.
You spend successes to knock your opponent prone.
Pin (Variable): Pin applies a Complication of 2 on the
THROWING
character’s next attack. If they choose not to buy off this To throw a person or an object into someone else, you must
Complication, then they receive one automatic Injury first be able to lift it, requiring an Athletics + Might roll, or to
Condition relevant to the damage type of the weapon. put a wiggling, living target into a grapple (p. XX). Once lifted,
A character can spend additional successes on this the object or person can be thrown as if it had the tags Thrown,
Stunt to increase the Complication. Pushing. It is Storyguide discretion whether or not a thrown ob-
ject is Lethal or Bashing, or if it might inflict the Stun tag as well.
THROWN ATTACK If throwing a living person, the damage dealt to the target is also
dealt to the person being thrown. In the event of throwing a car,
You hurl a weapon, such as a hatchet or a javelin, with
or a pillar from a temple to Zeus, this is then a Feat of Scale and
your raw physical strength.
the thrown object also gains the Shockwave tag.
Range: Short
Skill: Athletics
MODIFIERS TO ATTACK/
Hit: Overcome the target’s Defense
DEFENSE ACTIONS
GOING PRONE
STUNTS
Hitting the dirt is a good option when someone is
Inflict Damage (0s): Deal an Injury Condition to your shooting at you but is significantly less good when someone
target. is trying to kick you in the head. A prone target takes a −1
Blind (2s): The target takes an increased Difficulty of 1 penalty to their Defense against characters in clash range
on all Shoot and Thrown attacks. with them, and a +2 bonus to their Defense against attacks
at any other range.
Critical Hit (4s): Deal an additional Injury Condition to
your target. ON THE GROUND/STANDING UP
When prone, it is normally a simple thing to get up
Disarm (Variable successes equal to opponent’s (reflexive action). However, if you are prone with an enemy
Combat Skill): You hurl your missile at their weapon in clash range then standing up gets more difficult. If there
hand, forcing them to drop it. You may spend an addi- is an opponent in clash range with a prone character, then
tional success to knock the item into the “near” range the prone character must stand up as part of a mixed action.
increment. Standing up is an Athletics roll with a Complication of 1.
Line Drive (Variable successes equal to opponents If the player fails to buy off the Complication, his character
Might): You spend successes to knock your opponent takes an Injury Condition as his opponents punishes his
prone where they stand. attempt to stand.
AMBUSH
OTHER Sometimes, the best way to win is before your opponent
Extreme: Intellect
Firing Out of Range: Sometimes you need to shoot an
opponent who is just too far away. For each range band be-
RESOLVING DAMAGE
yond the maximum range of the weapon, add +2 Difficulty
to the roll.
C haracters gain special Conditions when injured, called
Injury Conditions.
There are four general categories, corresponding to
I GIVE UP
When a character faces an extreme amount of Injury Conditions or a particularly tough foe, or if they just
feel like it, the player can opt to concede. In this case, the character is voluntarily Taken Out without going
through Bruised, Injured, etc. first. The character takes no further damage, and adds three Momentum to
the pool as normal. Losing a fight should be resolved in the same way as a Condition, leading to a new
angle in a story. There are also multiple options for withdrawing from a fight; if the battle appears to be
one-sided, the Storyguide should gently remind players of these options.
FIRST AID scraper (Scale 4) in half. In the case where there is a Close
between individuals of differing Scale, the entity with two or
more Scale above the other dictates the results of the conflict.
A fter combat, characters can give and receive first aid. This
allows a character to downgrade an Injury Condition
to one of a lower level. Make a Reason + Medicine roll at a
DAMAGE AND SCALE
Difficulty based on the severity of the Injury; a character can When facing opponents (including objects such as ve-
only remove one Condition this way per session, through a hicles) of a greater Scale, a character can only deal damage
scene of picking glass out of bloodied arms, wrapping bandages to a target no greater than two Scale above her. For example:
around burned limbs, etc. A Scion (Scale 0, human-sized) with a sword can slice her
way through an armored car (Scale 3), but cannot slash a
An Injury Condition can only be downgraded once, and
skyscraper (Scale 5) in half without the aid of a Knack or
only if the character has empty Injury Condition boxes of
Boon.
a lower level available. The Bruised condition is removed
when downgraded. Knacks and Boons may allow first aid to
be applied more readily, more often, or simply heal the level. WEAPONS
DIFFICULTY AND ARMOR
• Bruised: Two
• Injured: Three H arming other characters and protecting yourself from
harm are often best done with the right tools.
parts of the game. Scale Enhancement bonuses are additional • Aggravated (2): This weapon deals grievous magical
successes on a character’s roll, including for Defense. If the damage, such as a blade made of raw fire or lightning,
character is an Antagonist and they would have some form of or the revealed face of a God. Aggravated Injury
defensive Scale, add half the dramatic bonus to her Defense. Conditions are things like Burned Off Completely
and Melted Flesh and can only be healed by magical
Example: Sigrun picks a fight with Hogzilla, a nemean boar abilities. This is meant expressly for magical and su-
and a powerful titanspawn. Sigrun and Hogzilla have similar pernatural sources of injury.
stats (remarkably enough) but Hogzilla gains an Enhancement
bonus of 2 successes to most Physical actions and +1 to its • Arcing (1): This weapon can be fired in an arc,
Defense, due to its superior Scale rating. However, if Sigrun allowing shots to better maneuver around cover.
gets into a fight with Boyd, a fellow Scion, then Sigrun will When using this weapon against a target in cover,
gain 2 additional successes to all actions, since she is a superior downgrade its rating by 1: Light cover is ignored, and
type of combatant. heavy cover becomes light.
Damage and Scale: In addition to the Enhancement • Automatic (2): This weapon is designed to fire in
bonus, characters of a higher Scale rating can use their im- bursts. It may be used to make a burst fire attack,
pressive power to deal additional damage. A character with which adds +1 Enhancement to applying the Critical
a higher Scale rating may purchase the Inflict Damage Stunt Hit stunt. This tag may not be added to any weapon