Combat Rules

The Neuro Age is filled with thrills and suspense. The Cast will encounter all kinds of problems they'll need to resolve, and some of these can only be resolved in battle.

[TNX] presents multiple methods of attacking a person. Physical Attacks represent close quarters combat and shoot outs. Mental Attacks represent heated negotiations, mental magic, and hacking attacks against cybernetic minds. And Social Attacks represent trying to destroy your opponent's life by turning Society against them.

Cut Progression
Cut Progression is a special type of Scene meant to depict combat encounters. With the exception of Social Attacks, all combat takes place during Cut Progression.

Cut
A Cut is a single Round of Combat during Cut Progression. Assuming their Action Rank 1, each Character participating in Cut Progress will have 1 Turn(known as a Main Process) to perform Actions. Once all Characters have expended their Action Ranks and no one else can perform an Action a Cut ends. If the fight has not been resolved then the Cut Progression moves on to the next Cut.

Length of a Cut
While each Cut might take a while to resolve in real life, in the game world they're over with quite quickly. There's no set length of time but somewhere between 2~10 seconds is average.

Cuts and Scenes
Some Outfits and Style Skills have Effects that last for a duration measured in Cuts. If you use one of these outside of Cut Progression then treat the Effect's Duration as if it lasted for the whole Scene.

Beginning and Ending Cut Progression
Cut Progression begins and ends at the RL's declaration. Even if your character has [AR] left over at the end of Cut Progression it does not carry over and is discarded. Unlike normal Scenes, Cut Progression typically does not come to an end if the Scene Player leaves the Scene. It's up the RL to use their discretion in situations like this.

Action Rank
A Guest, Cast Member, or Troop's Action Rank([AR]) represents the amount of Actions they can perform during a single Cut. Each Character has 1 [AR], but certain Outfits and Style Skills may alter this number.

Combat Speed
Combat Speed([CS]) is a value used to determine the turn order in combat. Use the below formula to calculate a Character's [CS]. Certain Outfits and and Style Skills act as modifiers to this number.

Actions
Actions refer to the specific type of maneuvers you can perform during Cut Progression. Actions come in five categories: Major Actions which require a Check, Minor Actions that do not require a Check, Move Actions which are used to move your character, Auto Actions which occur immediately on declaration, and Reactions which are used to react to other Actions.

Normally when the word Action is used in this book by itself it is referring to a Major Action.

Major Action
Major Actions require the expenditure of 1 [AR] to perform. Attacks and other such vital actions are considered Major Actions in Cut Progression. Thanks to [TNX]'s [[Checks and Combos#Combos|Combo System}} a single Major Action is capable of a large variety of effects, and still only costs 1 [AR]. Typically, all Major Actions can be responded to with a Reaction.

Type of Major Actions:


 * Physical Attacks
 * Mental Attacks
 * [Timing: Major] Style Skills
 * Using Outfits with a Major Action activated Effect
 * Other Actions the RL has designated as a Major Action

Reaction
An Action meant to defend against or obstruct an Opponent's Major Action is known as a Reaction. In other words, this is how a Character defends against an Attack. Reactions are fundamentally made against Major Actions, and as such you cannot make a Reaction against another Reaction.

Reactions are treated as Opposed Checks. In other words, if the Result of a Reaction Check meets or beats the Opponent's Major Action Result you successfully defend against the Major Action and cancel any Effects it would have had, even if it Comboed several Skills together.

Major Actions That Target Multiple Characters
If an Attack or other Major Action targets multiple different Characters than each Character can make their own Reaction Check to individually avoid the Attack.

Minor Action
Simple Actions such as tossing aside an item, activating a switch hidden in your molar, or crouching down and prepping yourself for an attack that do not require a Check are called Minor Actions.

Minor Actions are performed directly before Major Actions, and you have one Minor Action per Main Process.

Types of Minor Actions:


 * Equipping or reloading an Outfit
 * [Timing: Minor] Style Skills
 * Using Outfits with a Minor Action activated Effect
 * Other Actions the RL has designated as a Minor Action

Move Action
Move Actions allow you to move during Combat or use [Timing: Move] Style Skills. Move Actions are used directly before Minor Actions, and you have one Move Action per Main Process.

Auto Action
Auto Actions are 'Free' Actions that can be used simply with a declaration and do not have specifically defined use limit or timing.

Types of Auto Actions:


 * Using Style Skills with an Auto Action activated Effect
 * Using Outfits with an Auto Action activated Effect
 * Other Actions an RL denotes as an Auto Action such as talking

Cut Progression Process
The Cut Progression is divided into the following Processes.

Begin Cut Progression
Before the 5 Processes first declare the beginning of Cut Progression and play a Scene Card.

Combat Preparation Process
Make any necessary preparations for Combat to begin.

Setup Process
The Setup Process denotes the beginning of the Cut. You can make Appearance Checks during this Timing.

Initiative Process
This Process is for determining which Character takes their Main Process next. If every Character is at 0 [AR] then enter the Cleanup Process.

Main Process
During this Process a Character may make a Move Action, Minor Action, and Major Action in that order. Major Actions may be opposed with a Reaction from another Character. After a Character's Main Process is over return to the Initiative Process.

Cleanup Process
This Process denotes the end of a Cut. Cancel any Skill or Outfit Effect that lasts for a Cut and activate any Effect that may be used at the end of a Cut or during the Cleanup Process.

After, the RL decides if Cut Progression is over or not. If Cut Progression continues, then move on to the next Cut and begin the Setup Process. Otherwise, return to a normal Scene.

Beginning Cut Progression
Cut Progression takes place in its own individual Scene. As such, at the beginning of Cut Progression the RL needs to play a new Scene Card and declare the changing of Scenes.

The Participants of this new Scene should be chosen based on the situation in the Scene that was occurring before Cut Progression began. The Scene Player is typically the same as the previously occurring Scene as well.

Combat Preparation Process
This Process occurs only once just before the very first Setup Process. The RL and Players confirm the start of Combat and determine each Character's initial positional relationship with each other. Unless the RL declares this is a situation where they don't have time to do so, the Cast also equips or prepares any Weapons, Armor, Cyberware and other such Outfits they are currently carrying with them at this time. Outfits or Skills with a specific Timing to their activation cannot be activated during this Process.

Setup Process
Prepare to start the Cut. If a Character not present wishes to join this Cut Progression this is the timing where they'd make an Appearance Check. The RL decides where their initial position is.

Style Skills and Outfits
During the Setup Process you may use either a [Timing: Setup] Style Skill or Outfit with a [Timing: Setup] activated Effect. You may not use both a Skill and an Outfit at the same time.

Style Skills, though, have their own individual rules governing them and you are able to use multiple Skills at once if it is a Valid Combo. For Outfits, however, you may only use one unless the Outfit in question specifically allows the use of another in its description.

Initiative Process
During the Initiative Process you determine which Characters still have at least 1 [AR] left and which among them has the highest [CS]. The one who does takes their Main Process. If all Characters have 0 [AR] then te Cut moves to the Cleanup Process.

Combat Speed Ties
If two or more Characters tie for the highest [CS] value then the RL decides who goes using the below guidelines. These are listed from highest priority to lowest priority.


 * 1) The Character with the highest unmodified base [CS] goes first
 * 2) Guests go before Cast Members, and Cast Members go before Troops
 * 3) Ties between Cast Members can be worked out between their respective Players
 * 4) Go around the table starting with the Player left of the RL

Standby
A Character who's turn is up for their Main Process may wish to take their turn later. In this case they may declare to be on [Standby]. When doing so, their [CS] becomes 1 and the next highest [CS] Character takes their turn.

Main Process
The Character selected during the Initiative Process takes their Main Process and may perform Actions. This is where a Character performs Attacks and other various actions. For further details on Moving, Attacking, and the Main Process in general see its below section.

When a Character performs their Major Action at the end of their Main Process they lose 1 [AR] and their [CS] is set to 0 for the rest of the Cut. This new [CS] value cannot be altered by Skills or Outfits.

Cleanup Process
The Cleanup Process is when you perform necessary tasks to end the Cut. Then the RL decides if Cut Progression continues or not. If it does, return to the Setup Process.

Cleanup Process Procedure
Th Cleanup Process follows the below procedure. For Characters with multiple tasks to complete during the Cleanup Process, this is also the order they do them in.


 * 1) Inflict Ongoing Damage
 * 2) End the Effects of Outfits, Style Skills, Bad Statuses, and other sources with a Cut duration
 * 3) Process ongoing Effects of Outfits, Style Skills, Bad Statuses, and other sources
 * 4) Use Style Skills and Outfits with a [Timing: Cleanup] Effect
 * 5) Restore [AR] and [CS]
 * 6) Anything else you need to do

Ongoing Damage
Certain Skills, Outfits, and Bad Statuses can inflict damage to a Character during the Cleanup Process. Consult their individual data for the amount of damage you receive.

Processing and Ending Effects
Certain Styles, Outfit, and Bad Statuses may have Effects that activate or end during the Cleanup Process. Process or end these Effects now.

Restore Action Rank and Combat Speed
Reset a Character's [AR] and [CS] to their default values.

Ending Cut Progression
Cut Progression ends when the RL declares it has. At this time the Cut automatically moves to the Cleanup Process and you process any Skill/Outfit Effects and Bad Statuses the Character is inflicted with. These are typically all removed at the end of Cut Progression.

However, the RL does have the right to declare that certain Effects persist and certain Bad Statuses go un-cured at the end of Cut Progression.

Main Process
The following is a detailed explanation of a Character's Main Process. A Main Process is a Character's turn in a Cut and allows them to perform one Move Action, Minor Action, and Major Action in that order.

Move Action
A Move Action is used to move your Character one Range Step. This does not require any kind of Check. However, if your movement is Hindered or blocked by another Character or the RL otherwise feels you may need to make a Check to successfully move then you may do so by making an  Check. If you are in a Vehicle then you make an  Check instead.

Range Steps
During Cut Progression a Character's distance from another Character is measured in Range Steps. These Range Steps are divided into five categories: [Close], [Short], [Medium], [Long], [Extreme]. Characters can typically only move 1 Range Step with a Move Action but Vehicles, Style Skills, and certain special situations can allow for further movement.

When a Character uses their Move Action, they may move either one Range Step closer or one Range Step further away from their Target. For example, you are at a [Medium] Range from a Character. You may either move forward be to within [Short] Range or move back to be within [Long] Range.

The below table explains the general distance each Range Step represents. Note that this is supposed to be a basic guideline and what is important is not how many meters away you are from a Character but rather whether or not you're close enough for your melee weapon or bullets to hit them.

Engagement
When a Character is within [Close] Range with another Character they are considered to be in an Engagement. When in an Engagement with an opponent it is possible to Attack them with a Melee Weapon.

Hindering Movement
If you enter another Character's Engagement while moving then you are [Hindered]; your movement immediately stops and you are Engaged with that Character. However, this only occurs if the Character you Engage during movement wishes to Hinder your movement. If a Character declares movement and there is a possibility of being [Hindered] then it is the RL's responsibility to inform the Player of this before they move.

Blockading Engagements
Through the result of certain Style Skills, Outfits, or special situations an Engagement can become [Blockaded]. Any Character attempting to leave the Engagement may be obstructed from doing so by the Blockading Character.

When this occurs, the two Characters make an Opposed  Check. If the Character trying to move succeeds they may now do so, if the Blockading Character succeeds the Character may not leave the Engagement.

Attacking
To perform an Attack you must use an appropriate Action Skill for your Attack Type, such as  for an attack with your fist or  for shooting a rifle. If your Attack Succeeds you deal damage. The Target of your Attack may perform a Reaction Check against it.  for dodging Physical Attacks, and  for preventing Mental Attacks.

From here out we'll refer to the Character performing an Attack as the Attacker and the Target of the Attack as the Defender. This section will cover the process of making an Attack in detail as well as explain the different Attack Types.

Declare an Attack
The Attacker declares their Attack and details the Attack Type, the Skills used in their Combo, the Weapon Outfit they are using, and their Target.

Confirm Attack's Target
The RL confirms if the Targeted Character or Vehicle is a valid Target for the Attack, and also confirms if the Character is capable of a Reaction. At this stage the Defender also confirms whether or not they are making a Reaction.

Perform Hit Check
The Attacker makes a Hit Check to determine the success of their Attack. If this Check fails then the Attack ends here. Do not continue to the next step in the Attack Process.

Perform Reaction
The Defender makes a Reaction to the Hit Check

Determine Success/Failure
The RL compares the Result of the Attacker's Hit Check to the Result of the Defender's Reaction Check and determines if the Attack succeeds or fails. If it succeeds then calculate the Degree of Success.

If the Attack fails then the Attack ends here. Do not continue to the next step in the Attack Process.

Damage Calculation
After determining the Success of an Attack it is time to calculate Damage. Damage Calculation follows the below process:


 * 1) Play Damage Card
 * 2) Add Damage Modifiers from Outfits, Skills, Etc.
 * 3) Use Damage Increasing Skills
 * 4) Subtract Damage-reduction Modifiers from Outfits, Skills, and etc.
 * 5) Use Damage Reduction Skills
 * 6) Consult the Damage Chart

If a Character other than the Attack or Defender wishes to use a Skill to reduce the damage(such as ) then they'd do so at Step 5.

Damage Card
The Attacker either plays a card from their hand(drawing a new card to return to a hand of 4) or performs a Blind Draw from the deck. This card is known as the Damage Card.

Calculating Damage
Using the above process calculate the total amount of Damage done as well as the Damage Type. In Cut Progression, there a two Damage Types: Physical Damage and Mental Damage.

Consult the Wound Chart
After determing the Damage Type and the number of Damage dealt consult the Wound Chart and find the Wound with a Rating that matches the number of Damage you dealt. Each Damage Type has their own separate Wound Chart.

Derivative Damage
If a Wound inflicts Damage and references another Wound Chart then the Defender is unable to reduce this Derivative Wound.

For example, on the Social Wound Chart is [Wound 19: Assassination] which inflicts a Physical Wound. This Physical Wound cannot be reduced by any effects from Outfits, Skills, or anything else. Of course, it can be healed though.

Receive Damage
The Defender is receives the previously determined Wound and is inflicted with its effects. Record this Wound on your Record Sheet.

End of Attack
The Attack ends.

Attacking Troops
Troops do not consult the Wound Chart when receiving Physical or Mental Damage. Instead subtract the Damage from their Troop Number. If the Troop Number reaches 0 the Troop is destroyed.

Attacking Extras
To Attack an Extra simply declare you're doing so with your Major Action and spend an [AR]. You don't need to make a Check. Afterwards, the Extra is knocked unconscious, killed, or whatever else you wish to do to them(with the RL's permission, of course).

Bad Statuses
During Cut Progression certain Outfits, Style Skills, and Wounds may inflict the character with certain negative effects. These are known as Bad Statuses. Bad Statuses are written with BS: Status Name such as [BS: Falter] and a Character is capable of being inflicted with multiple Bad Statuses at once.

Bad Statuses can be cured at certain specific Timings or through use of Outfits and Skills. Each Bad Status has its own specific method of being cured.

Bad Statuses are only active during Cut Progression and are typically all cured at the end of Cut Progression.

[BS: Panic]
[BS: Panic] represents a person who has been mentally shaken and disturbed, causing them to lose the ability to react promptly to a situation.

Characters under the effect of [BS: Panic] cannot make Reactions.

[BS: Panic] Recovery
[BS: Panic] is automatically cured at the start of the Character's next Main Process. In other words, the Character needs at least 1 [AR] and a high [CS] at Initiative Process.

[BS: Poison]
[BS: Poison] represents a character that has been poisoned or something similar, resulting in a deterioration of their physical state. It is recorded with a number at the end, such as [BS: Poison(3)] to represent the strength of the infliction.

Characters suffering from [BS: Poison] must draw a card from the deck during the Cleanup Process. This card acts as a Damage Card, and they add its [CV] to the strength of their [BS: Poison]. They are then inflicted with a Physical Wound matching that value. If you are ever inflicted with multiple instances of [BS: Poison], only the one with the highest poison strength remains.

[BS: Poison] Recovery
[BS: Poison] may be cured with certain Outfits and Style Skills. Or the inflicted Character can use up both their Minor and Major Actions to cure it on their Main Process.

[BS: Pressure]
[BS: Pressure] represents a certain kind of mental, physical, or metaphysical pressure or restraints placed on the Character and restricting their abilities.

[BS: Pressure] is recorded with an Attribute at the end, such as [BS: Pressure(Life)] and Characters inflicted with it cannot make Checks with that selected Attribute, with the exception of Self-Control Checks.

If there is no denoted Attribute for [BS: Pressure] then draw a card from the deck. The suit of the drawn card becomes the Attribute targeted by [BS: Pressure].

[BS: Pressure] Recovery
[BS: Pressure] can be cured by spending a Minor Action.

[BS: Weakness]
[BS: Weakness] represents a case of fatigue, weariness, or a mental disorder that weakens a person's physical or mental capabilities.

When a Character is inflicted with [BS: Weakness] the RL draws a card from the deck. The Character then takes a penalty equal to the [CV] of the drawn card to the Control Rating of the Attribute matching the drawn card's suit to a minimum of 0(i.e. a 4 of Spades would reduce your [Reason]'s Control Rating by 4). After, the card is discarded.

If you have been inflicted with [BS: Weakness] multiple times then these effects stack.

[BS: Weakness] Recovery
[BS: Weakness] is automatically healed at the end of the Scene.

[BS: Capture]
[BS: Capture] represents that one of the Character's weapons has been has been disabled, stolen, or otherwise rendered unusable.

Characters inflicted with [BS: Capture] cannot use the weapon targeted by [BS: Capture]. If a Character is wielding multiple weapons then the Character that inflicted them with [BS: Capture] decides which weapon is captured. [BS: Capture] can be applied multiple times as long as each instance targets a different weapon.

[BS: Capture] Recovery
To cure [BS: Capture] a Character must expend an [AR] during their Main Process(in other words, use a Major Action) without using a Minor Action.

[BS: Doped]
[BS: Doped] represents being under the influence of some kind of drug, digital narcotic, or cyber-brain glitch that results in the disorientation of your senses and motor control.

[BS: Doped] comes in two varieties, [BS: Doped(Minor)] and [BS: Doped(Major)]. Characters inflicted with [BS: Doped(Minor)] take a -2 penalty to their Control Rating and the result of all Checks they make while [BS: Doped(Major)] inflicts a -5 penalty instead. If you are every inflicted with [BS: Doped(Major)] and [BS: Doped(Minor)] at the same time then only [BS: Doped(Major)] applies.

[BS: Doped] Recovery
[BS: Doped(Minor)] is automatically cured during the Cleanup Process. [BS: Doped(Major)] is reduced to [BS: Doped(Minor)] during the Cleanup Process. In other words, it takes two Cleanup Processes to cure.

[BS: Falter]
[BS: Falter] represents a Character that has lost their footing and balance, or who has fallen over, either as a result of attack or emotional instability.

Characters inflicted with [BS: Falter] cannot take a Move Action and take a -10 penalty to their Major Action.

[BS: Falter] Recovery
[BS: Falter] is cured by spending a Minor Action to collect yourself.

Critical Wounds
Within the Wound Chart are what are known as Critical Wounds. These Wounds prevent a Character from continuing to battle, and can even result in death. All Critical Wounds leave the Character unable to make Checks or take a Main Process. Below is a list of Critical Wounds. These cannot be healed during Cut Progression.

[Unconscious] or [Stupefied]
You receive a Wound that causes you to lose consciousness. Automatically heals at the end of Cut Progression.

[Dying] or [Coma]
You receive a Wound that puts your life in serious danger. After Cut Progression, if you do not receive Healing or otherwise gain medical attention by the end of the Scene then you become [Dead].

[Dead] or [Catatonic]
You have been killed, and not even the technology of the Neuro Age may save you.

Healing
Healing a Wound is a very complicated and time-consuming process, and as such it can only be performed once per Scene. Social Wounds cannot be healed with Healing Checks.

Healing Checks are all done through the use of the  Skill.

Physical Attacks
Punching a person, slashing with a sword, or firing a rifle; all attempts to physically damage your opponent are all Physical Attacks and the most common means of Combat.

Making Physical Attacks
Physical Attacks are Major Actions, and their Hit Checks are performed with either the  or  Skill. They can be further subdivided into Melee Attacks and Ranged Attacks.

Physical Attack Targets
When choosing a target for your Physical Attack reference the Range of the Weapon you are using for the Attack. You may only target Characters within that Range Step. For Melee Weapons this typically means you'll need to be within [Close] Range. Or in other words, within the same Engagement.

Physical Attack Target Number
Like normal Skill Checks the Target Number of a Physical Attack is the Target's Control Rating. If they choose to make a Reaction, then it is instead treated as an Opposed Check and you must beat your Target's Result.

Defending Against Physical Attacks
There are two categories of Reactions to Physical Attacks: Dodge and Parry.

Dodge
As the name implies this Reaction represents you using your mobility to avoid an incoming Physical Attack. Dodge Checks are made with the  Skill and on a success you completely avoid the Physical Attack and render any of its Effects null.

When operating a Vehicle you instead use  for your Dodge Check. See the below Vehicle Section for more details.

Parry
A Parry represents blocking or deflecting an attack with a weapon, shield, or even your bare arms. Parry Checks can be used against all Physical Attacks(either Melee or Ranged) and are made using the  Skill.

A successful Parry is the same as a successful Dodge mechanically and you completely nullify the incoming Physical Attack. However, as long as you play a Valid Suit for your Parry Check a failed Parry reduces the Damage of the Physical Attack you receive by the [Parry] Rating of the Weapon you used for the Parry Check.

However, after using a Parry Check you lose 1 [AR], and you cannot perform a Parry at 0 [AR].

Physical Damage
Damage from Physical Attacks is categorized as Physical Damage. Below is a detailed look on how Physical Damage is calculated and applied.

Attack Rating
Each Weapon has it's own Attack Rating that represents both the amount of Damage it adds to the Attack as well as what Type of Physical Damage the Attack does.

Physical Damage Types
Physical Damage is divided into the 4 below categories.

Defense Rating
Armor Outfits possess a Defense Rating that denotes how much Damage they reduce from an Attack of each different Damage Type.

Damage Calculation
When doing the basic calculations for Physical Damage use the below formula.

Physical Wound Chart
After calculating Physical Damage consult the Physical Wound Chart to determine the Wound the Target of the Physical Attack receives. The Target then records this Physical Wound on their Record Sheet.

Full-Auto Attacks
A Full-Auto Attack is a specific type of Attack made with a Full-Auto Capable Ranged Weapon, and involves completely unloading its magazine in a deluge of automatic fire.

Ranged Weapons that are capable of Full-Auto Attacks are labeled as Full-Auto Capable in their Outfit description, followed by the FA initials and a number in parenthesis such as (FA3). Full-Auto Attacks increase the Damage of a Ranged Weapon Attack by the value listed after FA in the parenthesis.

After using a Full-Auto Attack your Ranged Weapon becomes [Out of Ammo] and requires Reloading to be used again.

Reloading
Reloading a Ranged Weapon is accomplished with a Minor Action. Unless otherwise specified by the Weapon, your equipped Ranged Weapon comes with plenty of ammunition to reload it with.

Stun Attacks
Stun Attacks are attacks made knock out an opponent with a precise strike. To make a Stun Attack you must be using a Weapon listed as Stun Attack Capable in their Outfit description such as a stun gun or your bare fists.

When making a Stun Attack, if you deal more than 10 Damage then reduce the amount of Damage to exactly 10. In other words, you force the Character to make a Self-Control Check to not be knocked [Unconscious].

Mental Attacks
Mental Attacks are attacks made through cyber-brain hacking, magical hypnosis abilities, or even just harsh belittlement that result in the destruction of a person's mind or psyche.

Making Mental Attacks
Mental Attacks are made with the  Skill, and are all about damaging a person's heart and throwing their psyche into disarray. Typically these are done through words, but also expressions and actions that can intimidate or provoke a person. Looking at a person like they're a piece of garbage can crush a person's will to fight, and is considered a Mental Attack.

Just like Physical Attacks, Mental Attacks are made with a Major Action.

Mental Attack Targets
Mental Attacks may only target Characters you are capable of communicating with. Since communication can be done through more than just words, and certain situations such as being on a stage with a mic can improve the range of people you can communicate to it's up to the RL to decide just exactly when, where, and how you can communicate with someone.

During Cut Progression, your default range to make a Mental Attack in is within [Short] Range of a Target.

Defending Against Mental Attacks
Defenders can make a Reaction Check to Mental Attacks using their  Skill. A successful Opposed Check leads to the nullification of the Attack and its Effects.

Mental Damage Calculation
Unlike Physical Damage, Mental Damage is not divided into categories and is typically not associated with a specific Weapon Outfit that adds a consistent Damage bonus. There are however Outfits and Style Skills that may increase or decrease the the Damage of a Mental Attack.

Mental Wound Chart
After calculating Mental Damage consult the Mental Wound Chart to determine the Wound the Target of the Mental Attack receives. The Target then records this Mental Wound on their Record Sheet.

Persuasion Attack
Persuasion Attacks are Mental Attacks made not to shatter a person's mind but instead persuade them to your side.

When making a Persuasion Attack, if you deal more than 10 Damage then reduce the amount of Damage to exactly 10. If the Target of a Persuasion Attack fails their Self-Control Check then instead of becoming [Stupefied] they instead are persuaded by your argument.

Now, no matter how sound the argument there are certain things a person just can't be convinced to do. Such as throw their lives away or betray their fundamental ideals. Keep this in mind when making a Persuasion Attack.

Furthermore, the RL has the right to declare certain Guests and Troops to be immune to Persuasion.

Social Attacks
In this cutthroat society there are plenty of indirect ways to wage war against your opponents. Instead of direct physical damage, some may instead choose to damage a person's social standing and financial security, forcing them to disappear. This is a Social Attack.

Social Attacks cannot be made during Cut Progression. Instead they are made as Backstage Checks.

Making Social Attacks
Social Attacks are made with <Intrigue> and involve ordering subordinates and connections to spread rumors, dig up dirt, cause scandals, and perform acts of sabotage and subterfuge.

Defending Against Social Attacks
Defenders can make a Reaction Check to Social Attacks using their <Stature> Skill. A successful Opposed Check leads to the nullification of the Attack and its Effects.

Usage Limits of Social Attacks
Due to Social Attacks being Backstage Checks, you can only perform one Social Attack per Scene. When making Backstage Checks, Social Attacks take priority and are resolved first.

Social Damage Calculation
Similar to Mental Damage, Social Damage is not divided into categories and is typically not associated with a specific Weapon Outfit that adds a consistent Damage bonus. There are however Outfits and Style Skills that may increase or decrease the the Damage of a Mental Attack.

Reducing Social Damage
If the Defender played a Valid Card during their failed Reaction Check, then they may spend Credits to reduce the amount of Social Damage they received by 1 Damage per Credit spent.

If they did not play a Valid Card or didn't make a Reaction Check then they may not spend Credits to reduce Damage.

Social Wound Chart
After calculating Social Damage consult the Social Wound Chart to determine the Wound the Target of the Social Attack receives. The Target then records this Social Wound on their Record Sheet.

Erasure
Among Social Wounds are many that limit your abilities such as making it impossible to use your <Stature> or certain <Contact> Skills. Among those effects [Erasure] is particularly special.

Unlike the other effects, [Erasure] only takes effect at the end of the Act. If a Character has the [Erasure] status at the end of an Act that Character has been erased from Society and is destined to fade away into the darkness, consigned to Oblivion. In other words, they will never have another chance to appear in a future Act.

Vehicle Combat
In [TNX] there are various vehicles from cars and bikes to helicopters and space shuttles. This section covers how to treat Vehicles during Cut Progression.

From here out the Character driving or piloting a Vehicle will be referred to as the Operator, while anyone else riding the Vehicle will be referred to as Passengers.

Vehicle Data
Vehicles contain the following relevant data for Cut Progression.

Attack Rating
This represents the the amount of extra Damage when it is used as a Weapon in vehicular assault.

Defense Rating
Like with armor, this represents Damage reduction to each different Physical Damage Type. This value applies to both the Operator and any Passengers.

Control Rating Mod
This value denotes a penalty to all the Operator's Control Ratings when operating the Vehicle. It represents how difficult it is to properly control the Vehicle, and the more unwieldy and large the vehicle is the higher the Control Penalty is.

SF
[SF] stands for Speed Factor and represents how fast the Vehicle can move.

Vehicular Actions
This section explains how to perform certain Actions with a Vehicle.

Typically, most movement with a Vehicle will not require a Check, as it's assumed just about anyone can operate a vehicle in safe and controlled conditions, but if the situation presents a lot of obstacles or danger the RL may ask for an <Operate> Check at a Target Number of their choice to do so.

Movement
Vehicular Movement in Cut Progression can be achieved through either a Move Action or a Major Action.

Move Action
A Vehicle can move a number of Range Steps equal to their [SF] value. This does not typically require a Check.

However, if a Vehicle is attempting to escape a Blockaded Engagement then the Operator must use <Operate> rather than <Athletics> to do so.

Major Action
The Operator of a Vehicle may make additional movement by using a Major Action. To do so make an <Operate> Check. On a Valid card the Operator may move the Vehicle [Result / 10] Range Steps during their Major Action.

If there is another Vehicle in the same Engagement as you when you attempt to move with a Major Action they may attempt to stop you with an Opposed Check using their own <Operate> Skill. If they succeed in their Opposed Check your movement fails.

Passenger Movement
Passengers may not move on their own. Instead they move with the Operator and their Vehicle, and are always treated as being in the same Engagement as them.

Dodge
When a Physical Attack is made against a Character riding a Vehicle the Operator uses <Operate> to make a Dodge Check. They may not use <Evasion> to Dodge instead.

Operators also perform Dodge Checks on behalf of their Passengers, and Passengers cannot perform Dodge Checks themselves. Both the Operator and their Passengers can still make Parry Checks, however.

If a situation occurs such as a Passenger making a Parry Check at the same time the Operator makes a Dodge Check then only apply the most effective result of the Check to both parties.