Starting with the highest Initiative, characters begin performing their actions. Ties are assumed to happen simultaneously, including simultaneous Attacks, but in a sensitive situation(such as trying to grab a knife) the characters may make opposed Reflexes rolls to determine who goes first.
To make a Missile Attack, roll the character's Skill as normal, with the opponent's Reflexes Scale used to determine Bonus Dice. The Difficulty is equal to the target's TN to be Hit, plus any Passive Defenses the target chooses to use. Normally, only Block or Dodge can be used. Characters normally receive 2 Blocks per Phase and 2 Dodges per Round. An Active Defense is rolled with the Skill being used to defend with, and applies to all attacks in the Phase. See page
Example: Victor has a TN to be Hit equal to 12, and a Dodge Skill of 2, for a Passive Dodge of 4. If he chooses to use one of his two Passive Dodges, his TN will go up to 16. Any attackers would need to roll at least a 16 to hit him.
Casting a spell is a Complex Action, taking the caster's complete attention. If the Casting Time is longer than 1 Phase, the spellcaster must use a Complex Action while casting each Phase. Passive Defenses may still be used, but any attack that hits forces the caster to roll his Willpower, versus a Difficulty equal to 10 + the Damage taken. Failure indicates the spell failed and must be restarted next Phase.
Attacking with a spell does require a roll to hit, as long as the spell does Damage. Spells affecting status or abilities(i.e. requiring Target) automatically hit, but are resisted with a Will roll. The caster rolls their Path Skill, based on Dexterity, when rolling to hit with a ranged spell, and uses their Brawling Skill to hit with a touch spell. Area effect spells can still be Dodged, but the caster gains a +3 to hit if the edge of the Area of the spell is beyond the target's Base Move.
Any character not performing a Complex Action can move their Base Move in a Phase at no penalty. By using a Simple Action, a character can move their Base Move again(for a total of twice their Base Move) but suffers a penalty of -3 to any rolls made(unless Charging, see page
) Any person the character passes by while moving who is in striking distance receives a free attack against the moving character, provided they are not already engaged in combat with another person.
Other actions can be performed, such as pulling a lever or jumping over a small gap. The Game Master has the final say on what is considered a Simple Action. Some Skills and abilities, such as Acrobatics, can alter the character's Base Move for the round. These are usually a Simple Action, as otherwise it would be simpler to Run.
Running or Sprinting is a Complex Action, but allows the character to cover more ground. Running moves the character a number of yards equal to his Base Move times 3, while Sprinting multiplies Base Move by 4. A Running character takes 1 Fatigue per Round that a Phase was spent Running, no matter how many Phases of the Round were spent Running. Sprinting causes 1 Fatigue per Phase to the character.
Melee Attacks are resolved exactly like Missile Attacks, except that the target has the added option to use a Passive Parry. All characters get 2 Passive Parries per Phase automatically.
Applying Damage involves several steps, detailed below. Though it appears complex, it is actually several simple steps. See the section on Wounds and Damage, page
.
Example: Victor is using a long sword, with Damage Base of Base + 2, and a Damage Multiplier of 3. Its AP value is 1/2/2. Against Chain(the second number) it reduces AV by 2 points. Victor's Base Damage is 2, so the sword's DB is 4. If he strikes an enemy in a Chain Vest by 3 points, he has done 13 points Damage: 4 from his DB, plus 3 x 3 for the DM times the MoS. He subtracts 2 from his opponent's AV of 6, which leaves 4. His 13 is reduced to a 9 from the armor. That 9 is divided by the target's Endurance Scale of 3, resulting in 3 with no remainder. The target takes a level 3 wound(Severe).