Atlanta Files Mechanics:Combat
Combat
PbP is not conducive to combat systems, even ones that play fast at a table. Combats in the Atlanta Files games will be treated as a complex test. A set number of successes is required in order to win the combat. Each failure results in consequences (usually potential stress being taken). Each player can use each of their approaches only one time per combat. If players have exhausted all of their approaches or choose not to continue than they lose the combat. Some stunts or other powers may also be limited in how often they can be used in a combat. The Actions work in the following ways in this complex test:
Overcome
Succeed- You negate some ongoing effect, threat, or negative aspect of the scene. Generally, this reduces the severity of consequences you will face.
Succeed with Style- As above, but you gain a boost.
Fail- You face consequences.
Tie- You accomplish your goal, but face consequences.
Attack Action
Succeed- You gain a single success.
Succeed with Style- You gain a single success and gain a boost.
Fail- You face consequences.
Tie- You face consequences, but gain a boost.
Create Advantage
Succeed- You create an aspect with a free compel.
Succeed with Style- You get two free compels on the aspect you create or else create two aspects with one free compel each.
Fail- You face consequences.
Tie- You gain a boost.
Defend
Succeed or Tie- You are unaffected by your enemy.
Succeed with Style- You are unaffected by the consequences and gain a boost.
Fail- You suffer the consequences based on the number of shifts.
Scale
Like elsewhere, scale works differently here than in the default rules.
When you have scale advantage
Overcome
Succeed- You eliminate or reduce some threat and gain a boost.
Succeed with Style- You eliminate or reduce some threat and gain a success.
Fail- You accomplish your goal, but face consequences.
Tie- You eliminate or reduce some threat.
Attack Action
Succeed- You gain two successes or gain a single success and a boost. Your choice.
Succeed with Style- You gain two successes and can create an aspect with a free compel or gain a boost.
Fail- You face consequences as normal.
Tie- You gain a success and deal with consequences or you choose to avoid the consequences and gain a boost instead.
Create Advantage
Succeed- You get two free compels on your aspect.
Succeed with Style- You get two free compels on the aspect you create and gain a success.
Fail- Nothing happens.
Tie- You create the aspect with a single free compel.
Defend