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  In most games, conflict will be inevitable, and depending on how hostile the situation gets the game will turn into an '''Encounter'''. Encounters switch the rules around from Roleplay and become more mechanical, time is also slower and more measured.
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  In most games, conflict will be inevitable, and depending on how hostile the situation gets the game will turn into an '''Encounter'''. Encounters switch the rules around from Roleplay and become more mechanical, time is also slower and more measured. Players can and should play strategically to ensure that their character and anything else they care about stays safe against the forces that seek to harm them.
   
   
  How an encounter is triggered depends on the story preceding it, usually hostiles are about to attack the player characters, or a dangerous event is about to, it will be your opportunity to react and fight back. The following article describes how to start, play through and finish an Encounter, both combat and non-combat.
  Encounters are conducted by a system called [[Action Frame]]s, where a number of actions can be taken simultaneously providing they fit within 3 seconds of time. Each character gets '''two''' Action-frames per turn/round, meaning each turn/round lasts around 6 seconds.
 
==Combat Scenario==
Follow the process for when a battle is about to occur.


==Combat Operation==
===Initiative===
===Initiative===
  When a Combat Encounter has been called, all participant characters must '''roll for Initiative'''.
  When a Combat Encounter has been called, all participant characters must '''roll for Initiative'''.
   
   
  All characters should roll <code>'''d12 + Reflex + Initiative Modifier'''</code>, then when every character has a value assigned, you may create a turn order in a couple of ways.
  All characters should roll <code>'''d12 + Reflex + Other bonuses'''</code>, to determine turn order. A couple of order methods can be used:
   
   
  '''Direct Order'''
  '''Direct Order'''
  With Direct order, every character is arranged from '''highest (fastest) to lowest (slowest)'''. It is simple but can sometimes lead to one side getting multiple turns in a row.
  With Direct order, every character is arranged from '''highest (fastest) to lowest (slowest)'''.
   
   
  '''Alternating Order'''
  '''Alternating Order'''
  With Alternating order, the character with the highest value goes first, followed by the '''fastest of the other side''', this continues with the next highest initiative character for each side until all participants are loaded into the turn order. A Game-Master '''may allow two''' characters per side to be next to each other. But Alternating order is designed to limit the amount of turns each side in a row can act from the beginning of the encounter.
  With Alternating order, the character with the highest value goes first, followed by the '''fastest of the other team''', this continues with the next highest initiative character for each side until all participants are loaded into the turn order.
   
   
  ''"As the party journeyed through the forest, they were ambushed by a handful of Bandits! After rolling initiative, the player playing the Fighter goes first, followed by the fastest Bandit, then the Druid, then the second bandit and so on. When the order was set, the battle begins!"''
  ''"As the party journeyed through the forest, they were ambushed by a handful of Bandits! After rolling initiative, the player playing the Fighter goes first, followed by the fastest Bandit, then the Druid, then the second bandit and so on. When the order was set, the battle begins!"''


===Before Turn Begins===
===Turn Begins===
  At one point or another, an Encounter and Turn order will result in a character not going first, and still be subject to the events of the Encounter. All characters start with '''1''' [[Action Point]] (AP) to use for reactions, even if they have not begun their turn yet.
  When a character begins their turn, they will be given '''two Frames''' to perform actions. A character typically can move and perform an action or task at the same time, provided there are no logical conflicts with appendages used.
   
   
  There may be times in which the character is caught unawares, the Game-master should tell players if they are subject to a '''Surprise Round'''. The side that is surprised do not get Action points until their turn comes up.
  However, if a round begins and a character has not yet received their turn and are caught unawares, do not gain any Reactions. Characters aware of the threat will still get a Reaction though.


===During a Turn===
===During a Turn===
  When a character starts their turn, they start with all of their [[Action Point]]s, usually 3. They also can move a distance as indicated on their character sheet, usually 6 squares or 30ft. When a character has exhausted all action points, used up their movements, or simply does not wish to do more, they can '''end their turn'''. Doing so will move initiative to the next participant in the turn order.
  When a character starts their turn, they start with all of their '''Action-Frames''', normally two of them. Each Frame allows a character 3 seconds worth of time to move and act. When each frame resolves, the character can continue until they have resolved all Action-Frames and then end their turn.


===After/Between Turns===
===After/Between Turns===
  When a character ends their turn, they gain '''1 Action Point''' to able to perform reactions. If the character already had at least 1 AP left over from the previous turn, they may then have a total of 2 AP after their turn is over. No more than 2 AP can be held after a turn is ended normally.
  When a character ends their turn, they have one '''Reaction''' that can be used to do something outside of their turn. This reaction works the same as any Action-Frame, except it is limited to one particular activity instead of multiple.
   
   
  A character can move when it is not their turn by spending an Action-Point. They can usually move half their movement (rounded up) for 1 AP, up to twice per round.
  A character may be able to spend a Frame at the end to anticipate events ahead of time. This is known as 'Vigilance'. When a character is Vigilant, they gain an extra Reaction they can use between their turn, instead of one.
 
===Next Turn Begins===
When the character's turn is up again, their AP is reset to its maximum amount.


===Concluding a Combat Encounter===
===Concluding a Combat Encounter===
  Usually, a Combat Encounter is complete when combatants on one side are defeated, either by incapacitation, death or retreat. If the game uses [[Experience]], then points can be reward for completion of an encounter like this based on the difficulty, either set by the Game-Master or by how much the characters suffered to get their win.
  Usually, a Combat Encounter is complete when combatants on one side are defeated, either by incapacitation, death or retreat. If the game uses [[Experience]], then points can be reward for completion of an encounter like this based on the difficulty, either set by the Game-Master or by how difficult it was for the player characters to win.
   
   
  <i>"When the player characters defeated the Bandits who ambushed them, they won the battle. The Game-Master will reward XP at the end of the session and the characters may find loot on those they defeated"</i>
  ''"When the player characters defeated the Bandits who ambushed them, they won the battle. The Game-Master rewards XP to each character who participated and the characters may find loot on those they defeated"''
   
   
  Likewise, if the player characters are all defeated, this will result in a TPK, a '''Total Party Kill'''. It is up to the Game-Master to decide whether '''Perma-Death''' is enabled, and that those characters can't be recovered, or sort alternate means to restart the encounter.
  Likewise, if the player characters are all defeated, this will result in a TPK, a '''Total Party Kill'''. Depending on the Game-Master's decision, the character could wind up dead for good, reborn some other way (As Undead, Ghosts, Other...) or offer to restart the encounter like it were a video-game with save states.


===Attacking and Damaging Targets===
==Attacking and Damaging Targets==
  During a combat encounter, participants will try to attack each other to deal damage to each other's '''Health''' (HP). When a character's HP is reduced to 0, they are '''Incapacitated''' and unable to act. If a character's HP is reduced to a negative value inverse to their [[Core Value|Body Core value]], that character may end up dying instead.
  During a combat encounter, participants will try to attack each other to deal damage to each other's '''Health''' (HP). When a character's HP is reduced to 0, they are '''Incapacitated''' and unable to act. If a character's HP is reduced to a negative value greater than their [[Core Value|Body Core value]], that character may die instead.
   
   
  ''"During the battle, a Bandit was knocked out by the Fighter who dropped their HP down to -7". However the Wizard was able to deal a huge blow to another Bandit, taking their HP to -19, since that was more than their Body value, the Bandit is dead."''
  Not all creatures are equal in terms of game mechanics. While important characters and Player Characters may be '''Protected''', allowing them to survive with negative HP lower than their Core value, lesser entities such as regular enemies may be knocked out or killed the moment their HP reaches 0 or less. This is to generally make encounters less tedious as only special opponents may use mechanics to revive fallen allies.
   
   
  Attacks against targets are '''ToHit checks''', they use the character's Metaphors and d12 values, if they roll high enough, they may hit the target and deal damage. If the player rolls a 12, that die may '''explode''', creating a [[Meta Dice|Meta-d12]] that can be used in a bonus effect. The Bonus effect can take a variety of bonus types, including extra ToHit.
  ''"During the battle, a Bandit knocked out the Wizard who dropped their HP down to -4, but since the Wizard has a Body value of 10, they survive. The Fighter avenges the Wizard by striking a powerful blow to the Bandit, dropping them to -3. The Bandit is not a protected entity thus they were instantly killed/defeated, their Body value is irrelevant."''
   
   
  A ToHit check is the sum of: <code>'''d12 + Combat Metaphor Ability + Metaphor Sub-Ability + Other Modifiers'''</code>
===ToHit Checks===
  Attacks against targets are rolled as '''ToHit checks''':
'''[ d12 + appropiate Attribute + Metaphor bonuses + Equipment bonuses ]'''
If the attacker rolls high enough to beat the target's Evasion and/or Deflection, they may hit the target and deal damage. If the player rolls a 12 on a d12, that die may '''explode''', creating a Critical [[Meta Dice|Meta-d12]] that can provide a Versatile bonus towards the attack. The Critical Bonus effect can take a variety of bonus types, including extra ToHit, damage or inflict a Status Magnitude appropriate to the attack used.
When attacking unusually '''large creatures''', the Critical bonus value can be used to multiply the damage of the attack up to the target's [[Size]]-rating.
The Appropriate Attribute Bonus is based on the attack method. Weapons relying on force usually benefit from '''Strength''', while others valuing speed and precision can use '''Agility'''. '''Perception''' can be useful when predicting enemy movements, making it applicable to most other attacks. This bonus is only the '''Base value''', Attribute dice are not used here.
   
   
  The target numbers needed for an attack to hit the target are as follows:
  The target numbers needed for an attack to hit the target are as follows:
  ♦ '''Evasion''': Tohit must be '''equal or greater''' this value to make contact. Otherwise the defender evades the attack.
  ♦ '''Deflection''': ToHit must '''exceed''' this value or the attack may be reduced or negated by other means. Game-Master adjudicates.
  ♦ '''Evasion''': ToHit must be '''equal or greater''' this value to make contact. Otherwise the defender evades the attack.
  ♦ '''Deflection''': ToHit must '''exceed''' this value or the attack may be reduced or negated by other means.
Attacks mitigated by Deflection can provide varying protection depending on context and the equipment worn by the defender. Deflection could negate damage/magnitude of an attack, or reduce it to 1 point each. A partially effective defense can reduce damage/magnitude taken by half, or remove the base or bonus portion of the value dealt against them.
''"The Wolf attempts to gnaw at the Fighter in heavy armour, the Wolf was able to hit, but failed to beat the Fighter's Deflection. The Game-Master could rule the Wolf's bite does nothing, or at most 1 point of damage."''
''"The Bandit strikes the Fighter with a metal mace, the attack hits but suffers Deflection. The damage dealt is 4+6 (10). With a moderately effective defense, the Game-Master can rule it does half damage (5), negates base damage (6), or negates bonus damage (4)."''
Deflection always reduces damage/magnitude by at '''least 1 point''' regardless.
''"A Giant four times the size of the Fighter slams their club down on them. Dealing 16+24 (40) damage. As the Fighter is not equipped to deal with such a massive attack, Deflection may end up only reducing damage taken by 1. But at the very least, they do get to reduce it by 1 no matter what."''


===Combat Actions===
===Using Action-Frames===
  Some actions common in combat scenarios are as follows, each costs 1 [[Action Point]] unless specified.
  Multiple actions can take place in a single Action-Frame, but there are limitations to which of these can be performed simultaneously. This is determined by what and how the user's appendages/limbs are used at any given moment.
   
   
  '''Attack'''
  '''Attack'''
  Character strikes a target creature with an Unarmed strike or Melee Weapon. They deal damage equal to the attack's damage on hit (dX + X typed damage). Only tends to deal damage unless Bonus effects are applied.
  Character strikes a target creature with an Unarmed strike or Melee Weapon. They deal damage equal to the attack's damage on hit (dX + X typed damage). Attacks normally only deal additional effects when augmented by a '''Special Attack''', or by rolling the maximum value of a d12 to trigger a Bonus Meta-Dice, adding the option to inflict Status Magnitude.
   
   
  '''Setup (Attribute)'''
  '''Special Attack'''
  A support action that harnesses a character's [[Attribute]] score to create bonus effects or enhance their next attack. As long as the Attribute used makes sense for the attack and bonus, it can allow characters to enhance attacks in creative ways.
  Spending a Frame to prepare a subsequent attack allows the character to augment the next attack, allowing damage inflicted to also inflict a status magnitude appropriate to the weapon. When factoring in the [[Attribute]] bonus in this way, the user uses their '''Attribute die''' instead of the flat bonus. If the user's Attribute is 6 or higher, every rank above 5 adds another md12, the result is the highest out of all md12s rolled.
   
   
  ''"The Fighter sets up his next attack using '''Strength''', when he goes to spend his action to attack, the bonus effect adds Knockback Magnitude to the attack, when the attack lands, they inflict Knockback to their target on top of the usual damage dealt."''
  '''Movement'''
Characters can move during Action-Frames even while performing other actions. An action can be performed if the character moves no further than their base speed.
   
   
  '''Move'''
  '''Dashing''' prevents a character from using any actions that use their arms and legs in exchange for double the move speed that frame, even if it is just 5ft greater than their base speed.
Although characters can move a certain amount of distance in their turn, a character can spend AP '''outside their turn''' to move half their normal movement per point. Targets that are moving are harder to hit and can cause a '''complication''' against attackers.
   
   
  ''"The Rogue sees one of the Bandits is trying to strike at them. They spend their action point to move out of range, spoiling the Bandit's attack, the Bandit now has to roll normally instead of with Advantage because of the Moving-Target complication."''
  Some actions may limit movement while concentrating or charging up, this means the character can't move '''more than 5ft''' in any direction per frame. Characters who do not move for a Frame do not carry over unused movement to other Frames.
   
   
'''Nock / Fire''' (for Bows and Arrows)
  For the purposes of line-of-sight, a character can perform an action at the '''start and end''' of their frame. If the character can hit their intended target in at least one of those parts of their movement it can still count.
  For Bows and Arrows, two actions are required to operate the weapon. This is common amongst projectile/ranged weapons. '''Nock''' is to draw an Arrow into the Bow, priming it so that it may be ''Fire''ed in a subequent action. A bow does not need to be fired immediately after, but it can't be fired until it is nocked.
   
   
  ''"The Ranger's turn is up, she first has to prime her bow by '''Nocking''' it as her first action. She then decides to immediately '''Fire''' her bow at a target for a ranged attack. On her third action, she '''Nocks''' the bow again. Although her turn ended, the bow is ready to fire any time she has an Action available."''
  '''Prime / Fire''' (for Bows and Arrows)
For Bows and Arrows, it takes a frame to draw an arrow to a bow (Priming), but firing it is a Quickened action (can be performed in the same frame as another action).
To '''Prime''' is to load and prime an Arrow into the Bow, priming it so that it may be '''Fired''' at any time. A bow does not need to be fired immediately after, but it can't be fired as a Reaction until it has been properly primed. Priming a bow can be performed as a Reaction and be turned into a Quickened action via the Metaphor component '''Optimise'''.
   
   
  '''Unload / Reload''' (for Firearms)
  '''Unload / Reload''' (for Firearms)
  Similar to Bows, Guns often have to be reloaded once they have depleted their number of shots. But given the complexity of such weapons, the character must take time to '''unload''' the empty weapon before they can load in more shots, only then they can continue firing.
  Similar to Bows, Guns often have to be reloaded once they have depleted their number of shots. But given the complexity of such weapons, the character must take time to '''unload''' the empty weapon before they can load in more shots, only then they can continue firing.
   
   
  ''"The Detective hiding behind cover has already shot six times from their Revolver, thankfully they have a Speed-Loader ready to keep the gunfight going. They spend an action to '''Unload''' the chambers of the Revolver before using a Speed-loader to '''Reload''' the gun fresh. They end their turn with an action ready in case they need to shoot twice."''
  Unload and Reload are the same action, except Unload is only available on loaded firearms and Reload is only available on unloaded firearms.
   
   
  '''Tap Mana / Cast Spell'''
  Firing a gun while controlling recoil takes a frame, firing rapidly up to three times (while losing Advantage, and suffering Disadvantage for every subsequent shot respectively) also only takes a frame.
In magical settings, spellcasters have complex gestures and incantations they have to take into account before they can start bendings reality to their will. Anything above a <abbr title="Cantrips are usually extremely easy to perform spells, easy enough that Tapping Mana is not required and can be performed as quickly as an Attack">Cantrip</abbr> will require the caster to '''Tap Mana''' first so they can draw upon magical energies required to '''Cast Spells''' on a subsequent turn. Typically Mana tapping lasts a short while and can be done multiple times for stronger spells.
   
   
  ''"The Wizard gets ready to cast Lightning Bolt at one of the bandits. First they gather magical energy by '''Tapping Mana''' as an action, now channeling a small amount of magic, they spend an action to '''Cast Lightning Bolt''' at their target. Bezapping them zztzly. For their third action they '''Tap Mana''' again, and are ready to cast another Spell of equal or lower power later"''
♦ '''Fire once per frame''': Advantage (if proficient)
♦ '''Fire twice per frame''': Second shot rolls at Normal (Lost Advantage).
♦ '''Fire thrice per frame''': Third shot rolls at Disadvantage (suffer Disadvantage).
Not all weapons can be rapidly fired, be sure to read weapon specifics for fire speed.
Unloading a firearm takes a frame and so does reloading it with a rounds take a frame. One can quickly discard a firearm's remaining rounds as a quickened action but reloading always takes the normal amount of time. If a firearm user wants to be able to reload in a single frame they can take the Metaphor component 'Optimise: Unload/Reload', turning both into quickened actions.
  ''"The Detective hiding behind cover has already shot six times from their Revolver, thankfully they have a Speed-Loader ready to keep the gunfight going. They spend a Frame to '''Unload''' the chambers of the Revolver, then on the second Frame they use a Speed-loader to '''Reload''' the gun. When their turn is over, they can fire their Revolver as a Reaction at anyone who may cross their line of sight."''
'''Tap Mana / Cast Spell''' (for Spellcasting)
See [[Magic]] for more detailed information abotu how Spells are cast in an Encounter.


==Special Encounter==
==Special Encounter==
  Special Encounters occur when an Encounter is not against a particular foe, but to '''an event'''. It uses the same rules regarding time management and Action Points but there is '''no Initiative''' and instead the participants have to achieve an objective or goal, the simplest form of goal is '''not dying''', or avoiding as much harm as possible. Special Encounters are often under a '''time-limit''', otherwise the need to have events occur moment for moment would be pointless.
  Special Encounters occur when an Encounter is not against a particular foe, but to '''an event'''. It uses the same rules regarding time management but there is '''no Initiative''', instead the participants have to achieve an objective or goal, the simplest form of goal is '''not dying''', or avoiding a tragedy. Special Encounters are often under a '''time-limit'''.
   
   
  ''"As Squad 119 entered the hallway of the space-station, emergency sirens ring out as the automated systems detected a threat. It begins to open the airlock, causing a huge atmospheric shift that will pull the team into outer space. They have only have four turns to override the airlock system or be left breathless in the vacuum it creates!"''
  ''"As Squad 119 entered the hallway of the space-station, emergency sirens ring out as the automated systems detected a threat. It begins to open the airlock, causing a huge atmospheric shift that will pull the team into outer space. They have only have four rounds to override the airlock system or be left breathless in the vacuum it creates!"''
   
   
  A Special Encounter concludes when the event has been solved or the danger imposed by it no longer affects the player characters.
  A Special Encounter concludes when the event has been solved or the danger imposed by it no longer affects the player characters.
   
   
  ''"The Robotic Syn-frame of Squad 119 is able to hack into the Airlock systems using her Codex just before the atmosphere was depleted, shutting the doors and pressurizing the hallway. Everyone biological was able to recover from the ordeal a moment after"''
  ''"The Robotic Syn-frame of Squad 119 is able to hack into the Airlock systems using her Codex just before the atmosphere was depleted, shutting the doors and pressurizing the hallway. Everyone biological was able to recover from the ordeal moments after"''
 


</div>
[[Category:Mechanics]]
|}

Latest revision as of 02:46, 4 March 2026

In most games, conflict will be inevitable, and depending on how hostile the situation gets the game will turn into an Encounter. Encounters switch the rules around from Roleplay and become more mechanical, time is also slower and more measured.

Encounters are conducted by a system called Action Frames, where a number of actions can be taken simultaneously providing they fit within 3 seconds of time. Each character gets two Action-frames per turn/round, meaning each turn/round lasts around 6 seconds.

Combat Operation

Initiative

When a Combat Encounter has been called, all participant characters must roll for Initiative.

All characters should roll d12 + Reflex + Other bonuses, to determine turn order. A couple of order methods can be used:

Direct Order
With Direct order, every character is arranged from highest (fastest) to lowest (slowest).

Alternating Order
With Alternating order, the character with the highest value goes first, followed by the fastest of the other team, this continues with the next highest initiative character for each side until all participants are loaded into the turn order.

"As the party journeyed through the forest, they were ambushed by a handful of Bandits! After rolling initiative, the player playing the Fighter goes first, followed by the fastest Bandit, then the Druid, then the second bandit and so on. When the order was set, the battle begins!"

Turn Begins

When a character begins their turn, they will be given two Frames to perform actions. A character typically can move and perform an action or task at the same time, provided there are no logical conflicts with appendages used.

However, if a round begins and a character has not yet received their turn and are caught unawares, do not gain any Reactions. Characters aware of the threat will still get a Reaction though.

During a Turn

When a character starts their turn, they start with all of their Action-Frames, normally two of them. Each Frame allows a character 3 seconds worth of time to move and act. When each frame resolves, the character can continue until they have resolved all Action-Frames and then end their turn.

After/Between Turns

When a character ends their turn, they have one Reaction that can be used to do something outside of their turn. This reaction works the same as any Action-Frame, except it is limited to one particular activity instead of multiple.

A character may be able to spend a Frame at the end to anticipate events ahead of time. This is known as 'Vigilance'. When a character is Vigilant, they gain an extra Reaction they can use between their turn, instead of one.

Concluding a Combat Encounter

Usually, a Combat Encounter is complete when combatants on one side are defeated, either by incapacitation, death or retreat. If the game uses Experience, then points can be reward for completion of an encounter like this based on the difficulty, either set by the Game-Master or by how difficult it was for the player characters to win.

"When the player characters defeated the Bandits who ambushed them, they won the battle. The Game-Master rewards XP to each character who participated and the characters may find loot on those they defeated"

Likewise, if the player characters are all defeated, this will result in a TPK, a Total Party Kill. Depending on the Game-Master's decision, the character could wind up dead for good, reborn some other way (As Undead, Ghosts, Other...) or offer to restart the encounter like it were a video-game with save states.

Attacking and Damaging Targets

During a combat encounter, participants will try to attack each other to deal damage to each other's Health (HP). When a character's HP is reduced to 0, they are Incapacitated and unable to act. If a character's HP is reduced to a negative value greater than their Body Core value, that character may die instead.

Not all creatures are equal in terms of game mechanics. While important characters and Player Characters may be Protected, allowing them to survive with negative HP lower than their Core value, lesser entities such as regular enemies may be knocked out or killed the moment their HP reaches 0 or less. This is to generally make encounters less tedious as only special opponents may use mechanics to revive fallen allies.

"During the battle, a Bandit knocked out the Wizard who dropped their HP down to -4, but since the Wizard has a Body value of 10, they survive. The Fighter avenges the Wizard by striking a powerful blow to the Bandit, dropping them to -3. The Bandit is not a protected entity thus they were instantly killed/defeated, their Body value is irrelevant."

ToHit Checks

Attacks against targets are rolled as ToHit checks:
[ d12 + appropiate Attribute + Metaphor bonuses + Equipment bonuses ]

If the attacker rolls high enough to beat the target's Evasion and/or Deflection, they may hit the target and deal damage. If the player rolls a 12 on a d12, that die may explode, creating a Critical Meta-d12 that can provide a Versatile bonus towards the attack. The Critical Bonus effect can take a variety of bonus types, including extra ToHit, damage or inflict a Status Magnitude appropriate to the attack used.

When attacking unusually large creatures, the Critical bonus value can be used to multiply the damage of the attack up to the target's Size-rating.

The Appropriate Attribute Bonus is based on the attack method. Weapons relying on force usually benefit from Strength, while others valuing speed and precision can use Agility. Perception can be useful when predicting enemy movements, making it applicable to most other attacks. This bonus is only the Base value, Attribute dice are not used here.

The target numbers needed for an attack to hit the target are as follows:

♦ Evasion: ToHit must be equal or greater this value to make contact. Otherwise the defender evades the attack.

♦ Deflection: ToHit must exceed this value or the attack may be reduced or negated by other means.

Attacks mitigated by Deflection can provide varying protection depending on context and the equipment worn by the defender. Deflection could negate damage/magnitude of an attack, or reduce it to 1 point each. A partially effective defense can reduce damage/magnitude taken by half, or remove the base or bonus portion of the value dealt against them.

"The Wolf attempts to gnaw at the Fighter in heavy armour, the Wolf was able to hit, but failed to beat the Fighter's Deflection. The Game-Master could rule the Wolf's bite does nothing, or at most 1 point of damage."

"The Bandit strikes the Fighter with a metal mace, the attack hits but suffers Deflection. The damage dealt is 4+6 (10). With a moderately effective defense, the Game-Master can rule it does half damage (5), negates base damage (6), or negates bonus damage (4)."

Deflection always reduces damage/magnitude by at least 1 point regardless.

"A Giant four times the size of the Fighter slams their club down on them. Dealing 16+24 (40) damage. As the Fighter is not equipped to deal with such a massive attack, Deflection may end up only reducing damage taken by 1. But at the very least, they do get to reduce it by 1 no matter what."

Using Action-Frames

Multiple actions can take place in a single Action-Frame, but there are limitations to which of these can be performed simultaneously. This is determined by what and how the user's appendages/limbs are used at any given moment.

Attack
Character strikes a target creature with an Unarmed strike or Melee Weapon. They deal damage equal to the attack's damage on hit (dX + X typed damage). Attacks normally only deal additional effects when augmented by a Special Attack, or by rolling the maximum value of a d12 to trigger a Bonus Meta-Dice, adding the option to inflict Status Magnitude.

Special Attack
Spending a Frame to prepare a subsequent attack allows the character to augment the next attack, allowing damage inflicted to also inflict a status magnitude appropriate to the weapon. When factoring in the Attribute bonus in this way, the user uses their Attribute die instead of the flat bonus. If the user's Attribute is 6 or higher, every rank above 5 adds another md12, the result is the highest out of all md12s rolled.

Movement
Characters can move during Action-Frames even while performing other actions. An action can be performed if the character moves no further than their base speed.

Dashing prevents a character from using any actions that use their arms and legs in exchange for double the move speed that frame, even if it is just 5ft greater than their base speed.

Some actions may limit movement while concentrating or charging up, this means the character can't move more than 5ft in any direction per frame. Characters who do not move for a Frame do not carry over unused movement to other Frames.

For the purposes of line-of-sight, a character can perform an action at the start and end of their frame. If the character can hit their intended target in at least one of those parts of their movement it can still count.

Prime / Fire (for Bows and Arrows)
For Bows and Arrows, it takes a frame to draw an arrow to a bow (Priming), but firing it is a Quickened action (can be performed in the same frame as another action). 

To Prime is to load and prime an Arrow into the Bow, priming it so that it may be Fired at any time. A bow does not need to be fired immediately after, but it can't be fired as a Reaction until it has been properly primed. Priming a bow can be performed as a Reaction and be turned into a Quickened action via the Metaphor component Optimise.

Unload / Reload (for Firearms)
Similar to Bows, Guns often have to be reloaded once they have depleted their number of shots. But given the complexity of such weapons, the character must take time to unload the empty weapon before they can load in more shots, only then they can continue firing.

Unload and Reload are the same action, except Unload is only available on loaded firearms and Reload is only available on unloaded firearms.

Firing a gun while controlling recoil takes a frame, firing rapidly up to three times (while losing Advantage, and suffering Disadvantage for every subsequent shot respectively) also only takes a frame.

♦ Fire once per frame: Advantage (if proficient)
♦ Fire twice per frame: Second shot rolls at Normal (Lost Advantage).
♦ Fire thrice per frame: Third shot rolls at Disadvantage (suffer Disadvantage).

Not all weapons can be rapidly fired, be sure to read weapon specifics for fire speed.

Unloading a firearm takes a frame and so does reloading it with a rounds take a frame. One can quickly discard a firearm's remaining rounds as a quickened action but reloading always takes the normal amount of time. If a firearm user wants to be able to reload in a single frame they can take the Metaphor component 'Optimise: Unload/Reload', turning both into quickened actions.

"The Detective hiding behind cover has already shot six times from their Revolver, thankfully they have a Speed-Loader ready to keep the gunfight going. They spend a Frame to Unload the chambers of the Revolver, then on the second Frame they use a Speed-loader to Reload the gun. When their turn is over, they can fire their Revolver as a Reaction at anyone who may cross their line of sight."

Tap Mana / Cast Spell (for Spellcasting)
See Magic for more detailed information abotu how Spells are cast in an Encounter.

Special Encounter

Special Encounters occur when an Encounter is not against a particular foe, but to an event. It uses the same rules regarding time management but there is no Initiative, instead the participants have to achieve an objective or goal, the simplest form of goal is not dying, or avoiding a tragedy. Special Encounters are often under a time-limit.

"As Squad 119 entered the hallway of the space-station, emergency sirens ring out as the automated systems detected a threat. It begins to open the airlock, causing a huge atmospheric shift that will pull the team into outer space. They have only have four rounds to override the airlock system or be left breathless in the vacuum it creates!"

A Special Encounter concludes when the event has been solved or the danger imposed by it no longer affects the player characters.

"The Robotic Syn-frame of Squad 119 is able to hack into the Airlock systems using her Codex just before the atmosphere was depleted, shutting the doors and pressurizing the hallway. Everyone biological was able to recover from the ordeal moments after"