Krakoa would rather you talk than fight. When that fails, this is what a fight looks like.
Fights are played in the Danger Room, on a hex map, by everyone at the table at once. Every fighter is built from their character sheet: their five attributes, their Physiology and their moves. The examples on this page use real fighters: X-23 (Brawn 17, Agility 20, Endurance 15, Perception 14), Hellfire (Agility 14, Endurance 14, Intellect 18, Perception 14) and a Hand Operative, a henchman with 10 in everything.
Every roll is a pool of ten-sided dice. Each die showing 6 or more is a success; the rest, 1s included, count for nothing. Only a Fumbling fighter has to worry about 1s: each one cancels a success, and more 1s than successes is a botch.
Attribute bonus = (score − 10) ÷ 2, rounded down: 10–11 is +0, 14–15 is +2, 20–21 is +5, 8–9 is −1
A card prints its own Base: its Speed and its Damage. Anything rolled without a card (a saving throw, a contest) uses Base 3, so it rolls 3 + the Attribute bonus dice, never fewer than 1. X-23's Agility 20 gives her 8 dice for a Reflex save; the Hand Operative's Agility 10 gives him 3.
A fight is played in Turns. Every Turn goes the same way:
- Pick a card in secret. Every fighter chooses one card for the Turn: a strike, a power, Block… Nobody sees anyone else's choice.
- Speeds are revealed. Your Speed for the Turn is your card's Speed plus your Agility bonus. Powers (Focus cards) use your Perception bonus instead.
- Fastest goes first. On your turn you reveal your card, move, and act: attack, aim an area, use a power. Then the next fastest fighter goes, down to the slowest.
- Movement. Every card says how far it lets you move before you act: 3 steps (poor), 4 (standard) or 5 (good). It is the card's own number; your Attributes don't change it.
- Wait. When your turn comes, before you move or act, you may Wait: you drop to the end of the order and act after everyone else. You can Wait once per Turn.
Ties go to the higher Agility, then to a Fortuitous fighter, then to a die roll
Being fast gives you a choice: hit before anyone else moves, or Wait and see what everyone does first. A light, quick card acts early; a heavy blow comes late, and its target may already have moved.
| Situation | Speed this Turn |
|---|---|
| You played Block last Turn | +2 |
| You were knocked down | −2 (−1 with Kippup) |
| You botched last Turn | −2 |
The order is X-23, Hellfire, the Operative. X-23 could strike straight away, but the Operative is still out of reach, so she Waits. Now the order is Hellfire, the Operative, X-23: she gets to see where he goes before she moves.
Every fight is set to a mode before the first blow, and you will always know which one you are in.
| Mode | After the fight |
|---|---|
| Training | Everyone is healed to full. Bruises and bragging rights only. |
| Serious | Wounds stay until they heal. A defeat is a knockout, not a death. |
| Dangerous | A defeated player character is Departed and joins the Resurrection queue. |
There is no roll to hit. If your target is within your card's Reach when you attack, the attack lands, and the roll that matters is the damage roll. What a card can reach is printed on it: Adjacent, a number of hexes, a Line, a Cone, a Burst and so on.
An attack that lands can still do nothing. It misses when:
| The target | Misses |
|---|---|
| is Flying | a grounded melee attack (ranged, area and Aerial attacks still reach) |
| plays an Aerial card and is faster than you | a Crouching attack |
| plays a Crouching card and is faster than you | an Aerial attack |
| plays an Evasive card and is faster than you | Lines, Cones and thrown things, unless you win a contest |
| is Intangible | every physical attack (powers still land) |
| has an Active Defence ready that covers it | whatever that defence stops |
A Dazzled attacker misses half the time, and a Confused one may hit an ally instead.
Some powers allow a save. The target rolls their save pool against the attacker's pool; the target needs at least as many successes to save (a tie is a save). A save halves the damage, rounding down, and stops a power that only hinders.
| Save | The target rolls | Against the attacker's |
|---|---|---|
| Reflex | Agility + Reflex bonus | Perception |
| Fortitude | Endurance + Fortitude bonus | Perception |
| Willpower | Intellect + Willpower bonus | Intellect |
| Illusion | Perception | Perception |
Hellfire's Amaranth (a Cone 3, Reflex save) catches X-23. X-23 rolls 3 + 5 = 8 dice of Agility; Hellfire rolls 3 + 2 = 5 dice of Perception. X-23 gets 3 successes and Hellfire 3: a tie, so X-23 saves and takes half the damage.
Every body perceives the world through a Sensorial Class, set by its Physiology. Ordinary human senses are Terrestrial. A class has two ratings, each Basic, Superior or Absolute.
Fog, smoke, rain and darkness make a place harder to see in. Every location has a Visibility, and the worse it is, the bigger the penalty on your attack rolls and Perception checks — Investigation included — unless your senses cut through it. How well they do is your class's Acuity.
| Your Acuity \ Visibility | Perfect | Good | Poor | Shrouded |
|---|---|---|---|---|
| Basic | 0 | −2 | −5 | −8 |
| Superior | 0 | 0 | −2 | −5 |
| Absolute | 0 | 0 | 0 | −2 |
Blind Fighting ignores Visibility entirely. Some mutants are born with it; a power dampener takes theirs away along with the rest of their gifts.
Every attack has a Speed. If it is faster than your senses can follow, it is Unreactable: you lose your Agility bonus to Defense, and only an Emergency Active Defence can catch it.
| Your senses | Human | Superhuman | Supersonic | Hypersonic | Instant |
|---|---|---|---|---|---|
| Basic | ✓ | ✓ | × | × | × |
| Superior | ✓ | ✓ | ✓ | × | × |
| Absolute | ✓ | ✓ | ✓ | ✓ | × |
Some characters can do more than be hard to hit. Instead of attacking, you can spend your turn arming an Active Defence — phasing intangible, throwing up a barrier, blurring out of focus. It catches the first attack to reach you that it is built to stop. Each has limited uses per fight, and most have gaps: a guard good against fists and gunfire may do nothing against a psychic assault.
| Kind | What it does to the attack it catches |
|---|---|
| Negate | The attack does nothing |
| Reduce | Cuts the damage by a percentage |
| Illusion | The attacker rolls Willpower against 10 + the defender's bonus; failing, they strike the illusion |
| Impervious | Stops the hit if its Damage Grade is at or below the defence's rating |
Some also heal you or empower you when they block, and a few — Shields — can be raised over a teammate instead of yourself. Most need you to see the attack coming; only an Emergency defence works against an Unreactable one.
The attacker rolls the damage pool. Every success is 1 Health off the target.
Every card that deals damage prints its own Base Attribute: the attribute whose bonus it adds. X-23's strikes use Brawn, Hellfire's Amaranth uses Intellect, Mach Two's Scrap Storm uses Endurance and Archangel's Metal Pinions use Agility. Nothing is assumed from the kind of card.
Soak = the target's Endurance bonus, never below 0, + their Block rating if they played Block
Damage pool = Damage − Soak, never fewer than 1 die
- Build the pool. Card Damage plus the Base Attribute's bonus, minus Soak. A damage type the target is Vulnerable to adds 2 dice, one they Resist takes 2 away, and one they are Immune to does nothing at all.
- Roll. Count the 6s and up. BOOST (1 Stamina) adds one automatic success. Lucky adds a success, Jinxed takes one away.
- Save: if the target saved, halve the successes, rounding down.
- Toughness removes that many successes from every hit. Lacerating attacks ignore it.
- Shield soaks up what is left before Health does.
- Dizzy: if one hit takes more Health than the target's Endurance pool (3 + their Endurance bonus), they are Dizzied and lose their next action: this turn's if they haven't acted yet, otherwise next turn's.
Grabs ignore Block. A multi-hit card rolls each hit separately, against the same Soak.
A player character's Health is their Generation multiplier × (their Phenotype's hit die at its maximum + their Endurance bonus).
| Generation | First | Second | Third | Fourth |
|---|---|---|---|---|
| Multiplier | ×7 | ×6 | ×5 | ×4 |
| Hit die | Phenotypes |
|---|---|
| d12 | Powerhouses |
| d10 | Ferals, Morphs, Biotics |
| d8 | Elementals, Energists, Controllers, Teleporters, Mimics |
| d6 | Psionics, Interfacers, Fate-Shapers |
Enemies use their threat tier instead: Introduced ×2, Established ×4, Invasive ×7, Dominant ×12 and Transformative ×25, times their size's hit die + Endurance bonus.
| Pool | What it is |
|---|---|
| Red | Your current Health |
| Blue | The part of your wounds that can be healed mid-fight: all Light damage (Concussive, Psychic), half of Lethal damage (Darkforce, Electric, Fire, Piercing, Slashing, Toxic) and none of Grievous damage (Corrosive, Magic) |
| White | A temporary shield that takes damage first and is gone at the end of the turn |
Weapons are real objects you carry. Wield one and its techniques become available to you — a katana adds its cuts, a pistol its shots — using the weapon's own skill and damage. You have two hands; a two-handed weapon takes both. A firearm empties and must be reloaded, which costs a turn. Thrown weapons are gone once thrown, and come back to you only when the fight is over.
A character is either on the ground or in the air. A grounded fighter can't reach a flyer with an ordinary melee strike: they need a ranged attack, a leaping strike built to reach that high, or to take to the air themselves. Taking off or landing costs a turn.
Crossing 0 Health triggers one roll: d20 + Endurance bonus + size Bulk against 10, plus 1 for every 5 damage past 0. Pass and you fight on fumes until the next blow lands; fail and you are down. Damage past 0 equal to your full Health obliterates you outright. Introduced enemies simply drop at 0.
When the fight ends, the Storyteller gets an aftermath report — everyone's end state, anything left on the ground, and who is bound for the Resurrection queue — and XP for the defeated enemies is split among everyone who fought.
Wounds recover overnight as the days pass, or at once after a Training bout. And this is Krakoa: for most citizens, losing a fight is a hard setback, not the end of the story.