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=Combat= Combat will use a simplified system. #Each round bid for initiative #Lowest bidder declare an action, and announces a dice number. #If it affects another, the affected character announces a number in response. #Repeat step 2 for each character in ascending initiative order. If a character with a higher initiative number wants to intervene, she can. #When everyone has done something, return to step 1 (note a single combat is always a single scene). Note: An action can be simple or complex, for each element of an action added, subtract one skill die from the dice pool.<br> The numbers available do not change (except in the upper reaches).<br> Dodging: These numbers apply to every attack targeting the character, but the character doesn't need to dodge unless attacked. You just get to dodge whenever it happens. *ex. Jayne shoots Badger with his pistol (Agility d8 (5) + gun d6 (4)) = 10. The next round he decides to moved into some cover 25 feet away and shoot again. This adds a level of complexity to his action, so his shot is with d8 + d4. He already picked the #4 for his skill last round, so he can't use it. He chooses (agility d8 (6) and Gun d4 (3) = 9) for that shot. <br> Botching in combat. in addition to any other problems (hitting your allies, shooting yourself, breaking your weapon) you lose your next action and can only dodge. <br> [[Little Sister]]<br>
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