Creative Combat

Use this table when using the Creative Combat Setting Rule.

A successful Test works as usual, but if a Wild Card character succeeds with a raise while in combat, their foe is not automatically Shaken—roll on the Creative Combat table instead:

2d6 Effect
2 Second Wind: The foe’s reaction gives your hero hope or allows them to catch their breath. They may remove a level of Fatigue or a Wound (player's choice). If they don’t have Fatigue or Wounds, the enemy is Shaken instead.
3 Inspiration: Fate favors the bold. The clever hero receives a Benny.
4-5 Double Whammy: The target is both Distracted and Vulnerable.
6-8 Shaken: The foe is Shaken.
9-10 Setback: The target suffers a setback of some sort. They might fall off a ledge, lose the confidence of their minions (who then desert), take a rash but foolish action, or simply lose their next turn as they attempt to recover from whatever situation they find themself in.
11 Insight: The hero has new insight into the target’s nature. Once during this encounter, they 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.
12 Seize the Moment: After the hero resolves this turn, they immediately get an entire additional turn. This includes movement as well! They may use the turn to go on Hold if they wish.
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