Creative Combat is an optional rule a Game Master may allow to give Tests more varied results. It’s especially useful if a group prefers a slightly more pulpy or swashbuckling feel.
When to Use These Rules: Use these rules when you want Tests to have a little more variety.
The Basics: Roll on the table when a character Tests a foe with a raise.
Creative Combat occurs only when the game is in rounds. A regular success on a Test works as usual. If a character succeeds with a raise, she can decide if she wants to take the Shaken result or roll on the Creative Combat table. She can decide if she wants to make her foe Distracted or Vulnerable after she rolls on the table.
Example: Merisiel battles an ogre on the edge of a cliff. She feints the clumsy brute and gets a raise. The GM rolls on the Creative Combat table and gets a Setback. She decides the ogre has to make an Agility roll or fall off the cliff. Merisiel makes the creature Distracted so it has a greater chance of failure!
2D6 Result
2 Second Wind: The foe hesitates, giving your hero time to catch her breath. She may remove a level of Fatigue or a Wound (her choice). If she has neither, the enemy is Shaken and she receives a Benny.
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. 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.
11 Insight: The hero gains 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.
12 Seize 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.