Taking Turns
6.3 Taking Turns
The GM determines whether the PCs or the opposition go first. She can either figure this out based on the circumstances of the conflict or have players roll a die against the GM's die, with the higher one going first.
When it's the PCs' turn to act, the players can figure out amongst themselves who goes first. They can change this order each round according to their needs and plans. When it's the GM's turn, she acts for each adversity in whichever order she likes.
Each player other than the GM gets 1 action per turn, which is usually a maneuver, a strike, an achievement, or an action power. The GM gets to take 1 action for each opponent in the conflict. In most cases you can use powers to modify or improve any of these actions, thus broadening your choices.
Maneuvers are used to gain strike dice and charge dice. You start out a conflict doing maneuvers until you've gained a few strike dice and charge dice, then use those for strikes and/or powers to inflict damage or conditions on your opposition.
Strikes are used to inflict damage on the opponent. They use up strike dice. Once you've inflicted enough wounds on your opponent to mark all their wound circles, you knock them out of the conflict. You also might have charge powers that you can add to a strike if you can pay the required number of charge dice.
Achievements are used to accomplish goals. Achievements use up strike dice. A goal can range from a story outcome (save the hostage) to weakening the opposition (find the steambot’s weak spot to lower its defense rating).
Action Powers are actions in themselves (as opposed to passive or boost powers, which support other actions). Examples are summoning an eidolon or using Life Drain. When you use those powers, they use up your action for that turn and cost the listed number of charge dice. If you don’t have enough charge dice for a particular power, you can’t use it yet.
The GM determines that the demons go first, because they’re ambushing us. I don't mind acting after the critters. Let them have their best shot at Zadie, and they’ll find out who they’re messing with.
Playing Adversity
The GM controls the adversity much like the players control PCs: she takes an action per turn for each enemy (whether it’s an individual, squad or swarm) using the same actions as the PCs. There are only two main differences.
First, adversity maneuvers do not have a group competence rating. Instead, each adversity has its own competence rating that indicates how many basic dice it gets for a maneuver. The GM then adds 1 to 3 dice from the adversity’s Action Pool to the competence dice when making a maneuver.
Second, some of the powers available to adversity are not available to PCs. In fact, you can make up powers as you go, if you want. PC powers are somewhat balanced against each other, but there’s no reason a powerful enemy wouldn’t have some outstanding power, as long as you keep the conflict entertaining for the players and don’t use superpowers to one-sidedly push the conflict toward the outcome you want.
