1. Initiative:
Agility + D10
2. Line em up:
Divide number of attacks by Initiative number and chart out Players vs. Initiative Numbers
If character has held his action from last turn or has been waiting
(ambush), they go first regardless of Initiative (unless other skills counter this).
Extra Attacks Per Turn Rule: 1 extra Attack per Action per 5 Levels of
Martial Arts Skill. This gives higher level Martial Artists advantages.
3. Actions:
Highest first. The higher the number, the faster the player. The
lethality of the full damage system gives the advantage of whoever attacks
first has the upper hand.
Players who held their actions last turn get one free attack before anyone
else. They may add attacks from this turn if needed. If more than one
player, one with highest Initiative.
PHYSICAL ATTACKS
Passive Defense Actions: The number of Free blocks you can use is
equal to the Number of attacks you have. After that, a block cost 1 Attack.
(It's not my fault you decided to start a fight with 6 street thugs and can only block 2.)
Active Defense Action:
Uses 1 Attack
Dodge (Includes Thrown Weapons): 1 Attack plus 1 Free Block
with option of moving out of physical attack range. If player fails
Dodge Roll, opponent attacks as usual.
Active Offense: 1+ Attack, depending on move.
Melee Weapons: 1+ Attack, depending on move
Draw / Switch Melee Weapon: 1 Attack
FIREARMS
Shooting: Number of Attacks depends on gun, type of shot, burst amount.
Draw: You may draw a concealed weapon and shoot once.
Reload: As per gun rules page #146 of Bureau 13: Stalking The Night Fantastic Rulebook
Clear Jam: If possibl, twice the number of Attacks as for reload
Switch targets: 1 Attack
HOLDING
Player may choose to not do anything for a turn (setting up a shot)
and get to go first the next combat round. For firearms, this amounts to a
+3 (15%) to hit.
You may passively block(up to the number of Free Blocks you have),
if your Martial Art has the Passive Offense skill.
NOTES
For actions requiring multiple attacks, remove the lowest initiative off
that players initiative number. This stacks the deck in favor of high level
player doing lots of actions costing a single Attack.
Damage is immediately assessed upon successful completion of an attack.
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