1. Abilities

Crew Combat

Crews have all of the same statistics as Ephemeral Entities, calculated the same way.

  • Power, Finesse, Resistance, Crew Belief (Esotery/Rank), and Crew Resilience (Congregation) are all unchanged.
  • Willpower is equal to Resistance+Finesse, and caps at 10 for Crew Belief 1-5
  • Initiative is equal to Power+Finesse
  • Defense is equal to the lower of Power or Finesse
  • Speed is equal to Power+Finesse+Species Factor (5 for baseline humans)

Combat

All PCs and significant NPCs participating in combat roll Initiative to determine order - Crews may have a mix of weapons and barring unusual circumstances do not take an initiative penalty for having weapons readied.

A crew can attack/effect anyone within range - additionally, they can make a number of actions equal to half their uninjured Resilience, rounded down - however, they cannot attack a single target more than once.  If they gang up on one target, they gain a +1 bonus for each action used beyond the first.   Additionally, after the attack, the penalty taken for being attacked multiple times is increased by the same the amount.

"Command" actions are teamwork actions using an appropriate die pool.  The Crew gains a bonus to perform the action equal to the number of successes scored on the Command Action.

Damage done to the Crew is not equal to successes rolled+weapon modifier.  Rather, it is 1 point of Resilience damage done (with the type of damage being related to the attack), 2 on an Exceptional  Success.   Other effects that are not based on successes rolled+modifier do damage based on ST discretion.

All but the most loyal crews begin to break when they start to take significant damage, especially when they begin to accrue wound penalties.

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