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A Flash of Weird
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== Rules == ; Initiative * Everyone draws initiative cards as normal to give the possibility of effects to trigger * Each side's Initiative is the average value of their cards, starting from Aces which are 13 down to Twos which are 2. Each side may be separated into groups that have their own roll and go in their own order. Highest average goes first. Jokers can act whenever they want. ** Hesitant is handled either with the first point or second point below, player's choice, with the most likely handling to be the first point for simplicity. *** Hesitant characters always goes last in the Initiative order *** Hesitant characters draw two cards and choose the lowest, as normal, but in initiative they only act after the character/group that drew the higher card. ; Gear * Weird War I equipment allotment, plus $50 for equipment that can fit in a backpack. Some flexibility here for the taste and experience level of the characters. ; Setting Rules * Creative Combat ; Fear and Sanity * Sanity and Fear works as presented in the Weird War I player's book, with the addition that the player of a failed Fear roll also rolls on the core SWADE Fear table * Some characters may be extra hardened against Fear and their mechanical bonuses against Fear stack.
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