Combat is broken up into 10 second long rounds. During a round, each character
gets a turn to act. The order in which characters take turns is determined by initiative.
Initiative is figured by adding your Mind and Body. Spells and combat
maneuvers may adjust this total. Ties go the player with the higher Body attribute. If the characters attributes
are identical, break the tie by rolling 1d6. The highest roll goes first.
Optional Rule: A character can choose to delay their action and take their turn
last. If several characters want to delay, the normal tie-breaking rules apply in reverse to determine who
can truly go last.
Surprise occurs whenever a target isn't expecting attack and is taken
completely off-guard. A surprised character has a -5 initiative penalty during the first round of combat.
A successful Perception check can be used to avoid surprise, at the game master's discretion.
Your character's Attack Rank is the sum of attack values from the
weapon he is wielding and any spells that are enhancing his combat abilities. It can also be improved
by combat maneuvers, skill bonus, or aiming for parts of the target's body not covered by armor. It can be
penalized by shield use and stun.
Your character's Defense Rank is the sum of defense values from any
armor he is wearing and spells that are protecting him. It can also be improved by dodging, taking cover,
blocking with a shield, or otherwise making it harder for an attacker to successfully hit him.
The game master determines the attack or defense value of situational modifiers that are
not addressed in the rules.
To determine if an attack hits or misses, compare the attacker's
Attack Rank and the defender's Defense Rank on the combat chart (below). Roll the target number or
less on 3d6 to hit.
Optional Rule: Missing the target number by three or less means that the
armor absorbed the blow, otherwise the attack didn't land at all.
A hit becomes a critical hit if *CH is rolled on the combat
chart or 3 identical numbers are rolled on the dice. A miss becomes a critical miss
if *CM is rolled on the combat chart or 3 identical numbers are rolled on the dice.
Armor improves your defense value in combat. Heavier armor protects you better,
however it also reduces your base magic points by an amount equal to the armor's defense value. Armor
only protects against physical attacks.
Optional Rule: When armor absorbs a blow, it takes a little damage. If
the amount of damage deflected in one hit is greater than the armor's defense value, it will need to be
repaired before the next combat.
Shields improve your defense value in combat. During any round that you attempt
to block an attack using your shield, its defense value is added to your defense rank. However, your
next attack suffers a penalty equal to the shield's defense value minus 1. Shields only protect against
physical attacks. Spells can't be cast while using a shield.
Two hands are required to load a crossbow. A heavy crossbow can be fired once every
other round. A light crossbow can be fired one-handed. Shields cannot be used at the same time as bows,
crossbows, or 2-handed weapons.
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