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savage:creative_combat

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Creative Combat

Tests make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise. A successful Test works as usual, but if a Wild Card character succeeds with a raise while in combat, her foe is not automatically Shaken—she rolls on the Creative Combat table instead:

2d6Result
2Second Wind: The foe’s reaction gives your hero hope or allows her to catch her breath. She may remove a level of Fatigue or a Wound (her choice). If she doesn’t have Fatigue or Wounds, the enemy is Shaken instead.
3Inspiration: Fate favors the bold. The clever hero receives a Benny.
4–5Double Whammy: The target is both Distracted and Vulnerable. 6–8 Shaken: The foe is Shaken.
9–10Setback: The target suffers a setback of some sort. She might fall off a ledge, lose the confidence of her minions (who then desert her), take a rash but foolish action, or simply lose her next turn as she attempts to recover from whatever situation she finds herself in.
11Insight: The hero has new insight into the target’s nature. Once during this encounter, she may add +d6 to any Trait roll made to directly attack, affect, or damage the same foe. If rolled a second time in the same encounter, the foe is Shaken instead.
12Seize the Moment: After the hero resolves this turn, she immediately gets an entire additional turn. This includes movement as well! She may use the turn to go on Hold if she wishes
savage/creative_combat.1714009713.txt.gz · Last modified: by lwelyk