Nightrun: Murder City
A critical failure occurs when a Wild Card rolls both a 1 on his Trait die and a 1 on his Wild die. As a result of this, “something bad” happens. Unlike regular failures (a roll of 1 on the skill die but not the wild die, or a higher roll that doesn’t meet the TN), critical failures are “Benny-proof;” meaning the player who rolled them cannot spend a Benny to avoid the critical failure. A dramatically suitable result will always occur. However, fate has a weird way of rewarding failure: when you roll a critical failure, you must accept the outcome, but you receive a Benny to add to your pool.
New Combat Options
Charge: If you run (not walk) straight towards someone and then make a Fighting attack against them in the same round, you get a +2 bonus to damage or a Push/Pull check if you hit, due to your momentum. This includes jump-kicks and other leaping attacks. You must move at least 2”, and it counts as running, so you suffer a -2 multi-action penalty to your attack roll. If your foe becomes Shaken or worse by the attack, you can continue your movement through their space, provided you keep going in a straight line and don’t end in their space.
Grappling: If you win the Grapple, you may either damage your opponent or do a single action against them. For example, grab the victim’s weapon; force them prone; push them 1/2 your Pace; clamp your fist over their mouth; stick them with a needle; drop them off an adjacent ledge; etc.
Knockdown: You can knock someone prone via a called shot to the legs, or a successful Grapple check. In the case of grappling, the person remains prone for as long as you are grappling them.
Push/Pull: This is a Fighting attack that deals no damage. Instead, make an opposed Strength check against your opponent (at +2 if you got a raise on the Fighting check, and +2 if you Charged). On a success, you push them up to half your pace, plus 1” per raise (this counts against your movement for the round). If you don’t want to move with them, or you want to pull them sideways or backwards, the distance is instead 1”, plus 1” per raise. You can push/pull someone you are grappling by succeeding at the opposed check (no Fighting roll required, once they are grappled).
Throw: Instead of damaging someone you’ve grappled, you can use your opposed check to throw them. They are thrown 1” (2” on a raise) and land prone and take Strength damage (this ends the grapple). If you throw them into someone else, the secondary target must make an Agility check or fall prone. You can throw the character less far than your check would indicate if you want, even throwing them 0” (so they fall prone in-place).
The heroes can spend a Benny to get a flash of inspiration when stuck. This might come as a clue, a hint, a reminder, or some other help from the Gamemaster.
Players may also spend a Benny to “edit” a scene to grant their heroes an advantage, by requesting the addition of small details that might be useful to them in some way. For example, a hero is in a desperate fight against an enemy who has knocked away the hero’s only weapon. The player may request to “add” something in the environment that would serve as a useful back-up weapon: a chair, a fireplace poker, or kitchen knife, etc. If allowed by the Gamemaster, the player spends a Benny and the object is inserted into the scene.
Such additions must be okayed by the Gamemaster, and must make sense within the context of the environment and dramatic circumstances. Bennies spent in this way cannot change any event that has already occurred or any detail already explained in-game. For example, players cannot “edit” away damage or remove a laser security sensor. The GM may also veto uses of editing that ruin the adventure or make things too easy on the players.