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Break
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===Combat=== Combat was purposefully left vague, first because the system is designed to be kept simple and the GM can choose how they wish to handle this. Another reason is that you can easily discard the previous sections and implant Break into an existing system. If you want to play a pure Break game, a basic example of dealing with combat would be to set HP equalling twice Brawn, which, if reaching a value equal to negative Brawn, implies serious injury or death. An opposed Agility roll could be used for attacks and defence, and a Brawn roll for damage, with Breaks allowing various advanced combat options, sudden recoveries, ''et cetera''.
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