Combat Words allow Casters to influence combats through the provision of magical damage and support. Your Character will end Character Creation with a Maximum of two combat words and should be able to purchase at least another one to add to their repetoire each time they progress from one Tier to another.

Your Character will end Character Creation with a Maximum of two core words and should be able to purchase at least another one to add to their repetoire each time they progress from one Tier to another.

Damaging

Inflicting a minimum of 1 Hit on a target at a Range of 10 feet

Each Realm of power has its own word that is called when using damaging. This differentiates the realm in case certain foes are minimal to that realm. As the MAGS increase the prefix word from that level can be used alongside the Realm Word: Mighty Smite for example.

Source – Sear Focus – Smite Wyld – Bolt Psionic –  Blast Weave – Strike BASE – Spears

MAG 1: No Prefix – 1 pt of damage.
MAG 2: Mighty – 2pts of Damage.
MAG 3: Giant – 3 pts of Damage.
MAG 4: Supernatural – 4pts of Damage.
MAG 5: Arcane Level – 5pts of Damage.

Tacticus

Range of Touch
Grants additional Tactical Points for the scene which do not regenerate at the end of a rollover. Note that a character may only benefit from one of these effects per rollover.

MAG 1: Grants 1 additional Tactical Point
MAG 2: Grants 2 additional Tactical Points
MAG 3: Grants 3 additional Tactical Points
MAG 4: Grants 4 additional Tactical Points
MAG 5: Grants 5 additional Tactical Points

Mimicry

Grants a specific Tactical skill to a character that they can use in that combat.

MAG 1: Grants Knockdown
MAG 2: Knockback
MAG 3: Disarm
MAG 4: Greater Disarm
MAG 5: Mighty

Debilitation

Range of Ten feet 
Debilitates the target in the indicated way.
MAG 1:  Weaken – Target Lose 1 tactical Point for the scene
MAG 2: Pacify – Mooks will cease fighting unless provoked, other foes will roleplay as scripted
MAG 3: Debilitate – Target loses 2 Tactical Points for the scene
MAG 4: Paralysis – Mooks will cease movement unless struck, other foes will roleplay as scripted
MAG 5: Cripple – Target loses half of their Tactical Points

Armouring

Alters wound card descriptors in the favour of the armoured individual and protects the body
MAG 1: Shielding – Add a suit to your healing check for a wound card at the end of combat
MAG 2: Bolstering: Gain 1 Maximum HIT for this combat to a cap of 10
MAG 3: Armouring: You count as Armoured for wounds up to level 2.
MAG 4: Warding: You count as Armoured for wounds up to level 3.
MAG 5: Ablative: You count as Armoured for wounds up to level 4.

Healing

Range Touch
Repairs Physical damage to a person who is not in need of Chirurgery
MAG 1: Fervour:  Restores 1 HIT to a person in their Incap Count
MAG 2: Staunch: Restores 2 HITs to a person in their Incap Count
MAG 3: Restoration: Restores a stolen sense such as sight to a person
MAG 4: Rejuvenation: Restores 1 HIT
MAG 5: Regeneration: May be cast on a character in their death count: They may redraw their Wound Card at the end of combat and take the better result

What’s a Mook?

Big Question! Mooks are your basic crew.
There is a lot of other direction about how crew work elsewhere but we will touch on it here

A quick look at the Why it be of ROC

In all aspects but particularly in combat ROC is designed to be a game that makes a lot of the fact that you are big damn heroes.

Crew have very different rules of engagement when it comes to combat and have different calls from the players – Take Spears as their base call for ranged damage.

One of the big differences is “Mooks”. The dictionary defines as Mook as a contemptible, incompetent person. For us that’s the trope definition as – A slang term for the hordes of standard-issue, disposable bad guys whom The Hero mows down with impunity. 

Crew that are given mooks to play might die to a single Mighty Blow or be crippled by a Strike. They very rarely, if ever, have Minimal and they will come at you in large numbers.

We love a Mook