Atlanta Files Mechanics:Combat

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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

Succeed- You are unaffected by the consequences and gain a boost.

Succeed with Style- You are unaffected by the consequences and gain a success.

Fail- You suffer the consequences based on the number of shifts.

Tie- You are unaffected by the consequences.


When your opponent has scale advantage

Overcome

Succeed- You eliminate or reduce some threat, but face consequences.

Succeed with Style- You eliminate or reduce some threat.

Fail- You face consequences and the target number is increased by 2.

Tie- You face consequences.


Attack Action

Succeed- You gain a single success and face consequences or you gain a boost. Your choice.

Succeed with Style- You gain a single success.

Fail- You face consequences and the target number is increased by 2.

Tie- You face consequences.

Create Advantage

Succeed- You gain a boost or you face consequences and create the aspect with a single compel.

Succeed with Style- You create an aspect with a single free compel.

Fail- You face consequences.

Tie- You face consequences and gain a boost.

Defend

Succeed- You are unaffected by the consequences.

Succeed with Style- You are unaffected by the consequences.

Fail- The consequences are equal to twice the number of shifts.

Tie- You take a box of stress or the target number is increased by 2 on your next action.


Opponents

Opponents are made to be player facing. So their numbers are mostly known and the players can roll and resolve both their attacks and defenses without the GM.

Opponents have four common stats:

Toughness- The number of successes your side needs to accumulate to eliminate the opponent.

Power- The target number you must hit in order to succeed on an overcome or attack action against the creature.

Tactics- The target number you must hit in order to succeed on a create advantage action against the creature.

Danger- The target number you roll against when using the defend action. This determines the number of shifts for damage.

Creatures also have consequences when you fail against them. This is generally them hurting you by making you roll against their Danger value, but sometimes it can be them creating an advantage that increases one of their stats or else sticking you with a negative aspect.


Triggered Actions

Opponents sometimes have triggered actions. These are things that the opponent does in response to what the characters do. Generally, the players are not aware of this and the GM will trigger them in their next post after the triggering action took place. These actions can be triggered by a specific number of successes being achieved, a character using a specific approach or action/approach combo, or by something within the fiction.

Success Triggered

The most common type of triggered action is probably going to be the success triggered action. This could be something like, after two successes the opponent will trigger some diversion and attempt to flee. Or maybe it puts on its vampire face and becomes meaner after it has taken a few hits.

Approach or Action/Approach Triggered

This usually represents a creatures inherent ability to counter or resist certain things better than others or else a creature having a specific strategy. Usually, this means that when this is triggered the creature gets to negate, partially negate, or else make you face consequences for what you just did. Ex. So a troll might be better at resisting force and so when you use your force approach to hit it with a lead pipe, you get your successes, but it gets a chance to just shrug off the pipe. Or a mind manipulating creature might be good at messing with your thoughts and so when you attack it with intellect, it gets a chance to blast you with psychic damage.


Fiction Triggered

These are more nebulous and cover pretty much everything else. Basically, its something that makes sense for the opponent to do based on what's happening in the story. ex. The fire elemental gets stronger when it gets blasted with a fire spell and its danger rating increases. Or, you have several successes representing taking out several members of the pack and have the others pinned down. They may transform back into humans and try to negotiate a surrender.


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