Action & Combat

When in an action scene, participants declare up to two actions in order from lowest HD to highest. Where there are ties, agree who goes first or roll off. All actions are resolved simultaneously as makes sense.

Distances are tracked as zones: adjacent, nearby, distant, and far. Participants can move anywhere nearby as an action or distant as two actions.

Attacks are always contested. In melee, the highest result is the damage dealt to the participant with the lowest result. At range, if the shooter’s result is lower, they miss.

When you drop to 0HP, choose one immediately:

Transfer all of your current marks to a loved one. You have died, but live on in them.
Make a test; if successful, return to 1HP but unable to participate for the rest of the scene.
Sacrifice a HD to get back into it; reroll remaining HD to determine new your HP.
Roll HD; unless someone renders first aid in that many rounds, you die.

A friend can spend an action to provide first aid, testing as normal to bring you back to 1HP. Alternatively, if rendering first aid after the combat scene ends, automatically succeed without a test.