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COMBAT p 67
SURPRISE - Side that started fight gets no cards, THE JOKER - Go whenever you want in a round
count as on hold - Can inturupt actions
- Other side make Notice rolls - +2 to all trait test this round
- Success get card, fail get none for round - +2 to all damage
MULTIPLE ACTIONS - -2 for each extra action per turn over first HOLD - Choose to take action later
- Cant take same action with same item - If not taken in current round, not dealt into
INITIATIVE next round
- Can interrupt actions
•Single card
•Ace to Deuce INTERRUPTING ACTIONS - Opposed Agility roll
Ties are resolved in - Highest goes first
suit order: Spades
are first, then Hearts,
Diamonds and Clubs.
SHAKEN
- Spirit roll at start of turn to recover:
Success - act as normal
Failure - remain shaken, only Free actions
DAMAGE - Or spend a Bennie (at any time) to recover and act as normal