Combat
Although it is avoidable in most situations, there will arise a time during an adventure when the
heroes are faced against a hostile opponent. The heroes (and opponents) have several options:
they can choose to fight; they can choose to run; they can choose to talk their way out (it is
probably too late); they can choose to invoke magical powers or call upon their deities for aid.
Whatever choice they make needs to be resolved in a orderly and efficient manner.
There are several steps outlined for combat situations:
1) All characters involved in the fight will choose what they want to on their next move.
2) All characters roll for initiative: roll 1d6 for each character, and add that character's bonus for grace and wisdom. Higher numbers go first, lower numbers last.
3) The highest rollers make a skill roll. If they attack, then make a skill roll on their weapons skill, subtracting the opponent's dodge factor. If they defend, then add the dodge factor to 10. If they use their powers, then make a skill roll on the appropriate skill; subtract the correct amount of power points.
4) Then the next highest rollers, until the all have made their moves.
5) This ends one round of combat. Repeat all the steps until all characters of one side are defeated or have fled.
Notes:
Defending recovers 1 PP. PP recovers every five rounds by 3.
When you are using a power, you cannot do anything next round.
If you get hit, subtract the weapon's damage from your armor. Then subtract this number from your Life Points. You lose one turn when you get hit. When your LP reach 0, you are dead.