A.     Action Sequence

 

    1. Actions

 

A Characters turn is limited by the actions attribute. Once the characters actions reaches zero, the turn is over and the next initiative proceeds.

One action is required for most things a character can do.

Some basic actions a character can take are:

Move a Hex

Use an Ability

Cast a Spell                 

Open a Treasure Chest

Attack an enemy

 

Movement

            Moving from one hex to another requires one action in most areas.

            Specific terrain can change this cost.

 

Using an Ability

Using an ability takes at least one action. When stated, an ability can take multiple actions.

 

Casting a Spell / Opening a Treasure Chest

Either of these require one action. Read further for offensive spell use.

 

Attacking an Enemy

Every attack requires one action. How many of your character’s actions can be offensive is defined by your character’s attack attribute.

 

During an attack, the attacking character declares a target and method of attack. Unless the attacker is using a ranged weapon like a bow, the target needs to stand adjacent to the attacker.

The attacker rolls a strike roll and the target rolls a defense roll if necessary. The character with the higher value succeeds. Ties go to the attacker. If the attack is a spell or an ability that allows a resistance check the target may roll one now. Assuming the attack was successful the attacker now determines damage.

Deduct the amount of soak the target has from the damage and then subtract the amount of remaining damage from the target’s Hit Points.  

Once a character attacked, no further non-offensive action can be taken.

 

1.      Attacker declares a target and method

2.      Attacker rolls Strike  (D10 + Strike Attribute)

3.      Defender rolls Defense        (D10 + Defense Attribute)

4.      Determine winner. Ties go to attacker

5.      Roll Resistance check if applicable

6.      Attacker determines Damage

7.      Deduct Defenders soak from Attackers damage

8.      Subtract remaining damage from Defenders Hit Points

 

After step 8, either attack again, choose a new target in range, or the character’s turn ends.

 

 

    1. Casting Spells

 

If a spell targets an opposing player, it is considered an attack and automatically starts combat.

 

During combat only offensive spells can be cast. To cast a spell during combat your character needs one action and one attack. On top of that your character needs to have enough spell points left to be able to cast the spell.

 

1.      Attacker declares a target and spell used

2.      Attacker rolls Strike if applicable

3.      Defender rolls Defense if applicable

4.      Determine winner. Ties go to attacker

5.      Roll Resistance check if applicable

6.      Attacker determines damage or effect of the spell

7.      Apply soak to spell damage if applicable

8.      Subtract remaining damage from Defender’s Hit Points

9.      Subtract spell cost from attackers spell points

 

 

    1. Using Abilities

Using an ability during combat works the same as normal combat with the exception that as the method of attacking you name the ability the character is using.

 

 

 

 

 

 

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