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===Combat=== Prior to combat beginning each player rolls for initiative, which is a skill roll that the GM determines to be appropriate for the situation. This skill can be the same for all players, or the GM can exclusively require each player to roll a skill that the character has no ranks in, and in the attribute that they have a score of 1, this GM is winning. Combat revolves around expending action points to build combos and unleashing them on opponents. When combat starts, players select three stats and 'Load' them, allowing these stats to generate AP every turn via skill checks. Players can them spend AP on fueling techniques that become combo strings. Techniques fall into four categories: * '''Base Techniques''': The bread and butter of a character's arsenal. These can range from simple things, like a DDT takedown or head shot, to more insane things, like throwing handful bullets and shooting them to create hailstorms of projectiles or vanishing and exploding out from an opponent. * '''Combo Techniques''': Combo techniques add properties to base techniques. These can be relatively minor, such as adding a small bonus to hit, or completely change the technique, such as replacing a regular shot with a grenade and allowing the user to shoot the pin off, or causing an after-image of the character to deliver a follow-up attack. * '''Movement Techniques''': While all characters can spend Action Points to run around the battlefield, each class has a handful of unique ways of doing it. Examples include the Assassin's Ability to melt into shadows to cross the battlefield or a Gundancer's ability to ride the kick from firing guns full auto to briefly fly. * '''Defensive Techniques''': These techniques allow characters to stay alive. There's a diverse range of them that allow for increasing passive defensive or just avoiding attacks entirely. Now that you know the different types of techniques, you should know '''how to read a technique''', each technique will have some of the following sections, depending on the type. * '''Name''': The identifying sequence of words used to differentiate the technique from the other 700+ techniques. * '''Cost''': The AP cost required to use the technique, and if applicable the type of AP required. * '''Requirements''': Necessary conditions for the technique to be used. * '''Description''': The part of the technique that you should ignore, it has nothing to do with the damage that you will be doing. * '''Properties''': The non-damage, but mechanical part of the technique, so you can read this. Although these techniques will most likely be Movement, or Defensive. * '''Base/Combo''': The properties section for Base or Combo techniques, used to determine between the two, or between the uses for the same technique. * '''Damage''': The most important part of the technique, tells you the dice to roll when you are using the technique on bystanders. Because action economy is relatively easy to balance, a turn is broken down into phases, which are as follows. * '''Base/Attacking''': This is the equivalent of the standard action, it is used for attacks and the most powerful support techniques. You only get one base phase per turn, so don't ever use it for improvisation or reloading, because neither of those techniques involve bullets. * '''Movement''': Your move action, but with benefits. You can use this to do a standard move, if you move less than your movement speed it is pretty cheap, but every square beyond your movement speed will cost you. You can also use this phase for movement techniques, which are generally great, but if you want to use standard movement as well after using one, it negates your movement speed. You only get one of these phases per turn. * '''Defensive''': This phase is a waste, because you are using your AP for things other than setting up bullets going into people, or putting those bullets into people. You get as many of these phases per turn as you want.
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