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Stripped Gears Combat
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==Combat Sequence== The first phase of the combat sequence happens before the fight begins. During this sequence, the gynoids may attempt to influence the crowd in their favor by rolling a non-combat performative or social skill. The team of gynoids with the largest number of dice in their total number of successes wins, and adds a number equal to their widest set + the Style or Realism of the gynoid who rolled that set to their side of the Favor Meter (explained in detail below). Additionally, before the fight begins, each Junk John may use his perception skill on one opposing gynoid. On a success that is wider than the higher of her Style or Realism, the Junk John knows her chassis and what hard point upgrades she has installed. Next, each team can make offensive and defensive actions. Each gynoid declares her maneuver for the turn in order from lowest sense to highest before rolling. Once the roll occurs, the actions are resolved depending on their specific rules, usually in order of widest to narrowest. During these turns, Junk Johns can reduce a number of dice penalties on their gynoid's actions, for a number of dice equal to their Command skill. These dice can be spread out over as many or as few turns as the player likes, and recharge at the end of the fight. Junk Johns can also use one master dice per turn in his gynoid's roll, for a number of turns per fight equal to his Tactics skill. At the end of the round, the gynoid who had the most interesting action will influence the favor meter. This continues until a pre-defined victory condition is achieved by one team.
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