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During play, a combat is completed in a single posting cycle, using the participants Strike (🗡) and Defence (🛡) ratings as derived from their Combat Styles. Some Combat Styles are conditional. Add all that apply.

Combat Order

Combat takes place in the following sequence:

  1. Combat is initiated either by an NPC or by a PC taking a beligerent action.
  2. The Storyteller calls out "Combat is started", and lists all relevant conditions in a post.
  3. Each PC makes a combat post, describing their character's actions and goals in the combat. They also list their Final Combat Ratings, with the last player being responsible for summing the combat ratings.
  4. The Storyteller posts the combat ratings of the opponent faction, their actions, and the outcome. There are four possible outcomes. The Storyteller uses these four situations to determine the final outcome of the combat:
    • Both parties overcome the other (both Strike ratings overcome the Defence ratings)
    • The PCs decisively win the combat (Their Strike overcomes the opponents Defence, whereas their opponent does not fare that well.)
    • The NPCs decisively win the combat (for the same reasons as above)
    • Both parties fail to overcome the other (both Strike ratings are too low)
  5. Combat is now over, and the outcome of the combat forms the basis for the continuation of the mission.

Notes:

The Storyteller is free to, in step 2, ask the PCs if they would consent to a specific outcome that would enhance the mission. It is up to the players to work this into their description as far as they like.

In a PvP situation (which is not the focus of the system, but a sparring event is something that some players might enjoy), Step 2 is best done by a neutral third party (since the conditions are the main deciding factor).

In the event that both the Storyteller and the Players enjoy extended combat the system naturally allows for multiple rounds, by simply repeating Steps 2-4 several times. By changing the situation players are granted control over the combat in a way that emphasizes cool moves and solutions, instead of rote number-crunching.

Cooperation in Combat

When in combat, up to 2 Jedi may work together and sum up their combat traits to arrive at their final score.

Other groups might work together in larger groups. For example, elite military units can combine their scores up to 6 members, allowing them to form a threat to a pair of Jedi.

It is not possible to specifically "target" a single person in a group that works together—they win or lose as a group.

Preparing for Combat

To prepare for possible combat in the mission:

  • At the start of the mission, together with their piece of Equipment, the PCs note any conditions relevant for their combat modifiers.