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FIGHTING QUICK REFERENCE

1. Players define objectives.


2. GM determines Difficulty.
3. GM prepares the Fight Tracker.
4. Players declare spends.
5. GM determines order of action.
6. Participating characters take -1 Fighting and +1 to Tolls for each non-
participating character (see p. 59 for exceptions).
7. Next player in order:
(a) Describes what the character is trying to do.
(b) Makes a fighting test.
(c) On a success, the player:
i. Narrates a successful action.
ii. Either:
A. Pays the foes’ Toll.
B. Takes a Minor Injury, which the GM narrates.
(d) On a failure:
i. The GM narrates the foe’s successful action.
ii. On a margin of 1: the character takes a Minor Injury, which
the GM narrates.
iii. On a higher margin, the character takes a Major Injury,
which the GM narrates.
(e) The GM notes the player’s margin, truncating margins of 4 or
more to 3, and underlining them.
(f ) The GM incorporates the player’s margin into the group’s running
total and announces it.
i. If it is greater than 0, the players narrate a situation in which
they have the upper hand.
ii. Otherwise, the GM narrates a situation in which the foes
have the upper hand.
8. When all players have acted, consult the final margin.
(a) If more than 0:
i. Players whose characters scored margins of 0 or more
describe the group achieving its chosen objective.
ii. Players whose margins were truncated choose to:
A. Gain a Push.
B. Refresh a General ability other than Fighting.
(b) If less than 0, the GM describes their failure to achieve the
objective, possibly including the circumstances preventing the
victorious foe from killing the surviving PCs.

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