<strong>Die Rolls:</strong><br/><br/>You'll be rolling 1d81 whenever you test one of your skills.  The roll will add or subtract from your total according to the following table:<br/><br/>01 -4<br/>02-05 -3<br/>06-15 -2<br/>16-31 -1<br/>32-50 0<br/>52-66 +1<br/>69-76 +2<br/>77-80 +3<br/>81 +4<br/><br/>To roll, simply click on the "send a roll" button under my username, and set the number of sides on the die to 81.<br/><br/><strong><br/>Invoking and tagging aspects:</strong><br/><br/>When you roll, you may spend a Breath point to invoke one of your aspects, gaining a +2 bonus on the roll.  An aspect may only be invoked once per scene.  You may also "tag" one of your opponent's aspects that contributes to your success, like "poor judge of character" on a seduction roll.  This costs a Breath point and provides the same +2 bonus.<br/><br/><strong>Declaring Details:</strong><br/><br/>Another use of Breath points is to declare the details of a scene.  Spending a Breath point enables you to change minor aspects of a scene, with GM approval.  Examples include adding a destroyed cruiser to a space battle, or adding a family crest with a sword in it to a tense standoff at a party.  This may only be done while establishing the details of a scene.<br/><br/><strong>Gaining Breath Points:</strong><br/><br/>There are two ways to gain Breath points.  GM fiat, and compelling aspects.  The GM will periodically use your aspects to introuce conflicts into the story, or give your opponents +2 bonuses.  Whevever an aspect has been compelled in this way, you may refuse the Breath point to cancel the complication or bonus.<br/><br/><strong>Conflict Sequence:</strong><br/><br/>A conflict has 4 phases:<br/><br/>1. Frame Scene<br/>2. Determine groupings<br/>3. Determine Initiative<br/>4. Resolve Conflict<br/><br/><strong>Framing the Scene: </strong>At the start of combat, the GM declares if the scene has any aspects (such as smoky, asteroid field, suprise attack, ect.) and lays out what zones the conflict encompasses if it occurs over a broad area.  Unless supported by an aspect, only characters in the same zone can attack each other.<br/><br/><strong>Movement:</strong>A character can move one zone per turn, while a starship or vehicle can move a number of zones equal to its speed rating.  This range can be extended by 1 by making a speed or athletics roll with a total equal to the total number of zones moved.  (failing this roll inflicts 1 point of stress)  Giving up on attacking increases the "range" of a character or starship by 1.<br/><br/><strong>Groupings:</strong>At the start of a conflict, all characters lacking the capacity for independent action should be grouped with a major character.  Characters leading a group can "attatch" one character in the group each turn at the start of their action.  Attatching an NPC grants a +1 bonus in all skills possesed by NPC, and the character with an attatched NPC can use the skills of the NPC in place of his own.  Additionally, attatched NPCs can take stress for the character.  A character may only have one attatched NPC at a time.  Ever.<br/><br/><strong>Initiative:</strong>During a physical conflict, characters act in order of their alertness, with ties broken by resolve.  Further ties are resolved by GM fiat.  In a social conflict, characters act in order of their empathy, with ties broken by resolve.  Further ties are again resolved by GM fiat.<br/><br/><strong>Resolve Conflict:</strong>The conflict sequence begins.  Attackers roll skills against skills rolled by a defender.<br/><br/>The attacker wants...    So he uses...    And the defender can use...<br/>To physically harm           Fists                    Fists<br/>To physically harm           Blasters                Athletics<br/>To physically harm           Melee                   Melee or Fists<br/>To destroy spaceships      Blasters                Pilot<br/>To deceive                     Deceit                  Resolve or Empathy<br/>To scare                        Intimidation           Resolve<br/>To charm                       Rapport                Resolve or Deceit<br/>To force movement          Might                  Might<br/>To Mind Control               Mysteries             Resolve<strong>and</strong>Sixth Sense<br/>To Kill with her Brain         Power Use            Endurance<strong>and</strong>Sixth Sense<br/>To Read Minds                 Sixth Sense          Resolve<strong>and</strong>Power Use<br/>To Defuse Powers            Galactic Lore         Endurance<strong>and</strong>Power Use<br/><br/>If the attacker wins, he inflicts stress on his opponent equal to his margin of success.  If the defender wins or ties, he gains "spin" equal to the margin of success -1  Spin may be used to add a bonus equal to the number of points of spin spent to an attack or defense.  Spin is good only against the opponent you got it against.  A character may only have 5 points of spin per opponent at a time.<br/><br/><br/><strong>Special Combat Options:</strong><br/><br/><strong>Full Attack:</strong>A character who gives up defenses gains a +2 bonus on attacking.<br/><br/><strong>Full Defense:</strong>A character who gives up attacks gains a +2 bonus on defense in combat.<br/><br/><strong>Hold Action:</strong>A character may hold his action up until the end of the initiative sequence for the round.<br/><br/><strong>Blocking:</strong>A character holding his action may roll defense for another character.  If his roll is higher than the attacker's, he prevents the attack.  If it is lower, the attack proceeds as normal and the original target rolls defense.<br/><br/><strong>One shot left:</strong>A character may take a consequence at the end of his attack to gain a +3 bonus on the attack.