First off, you determine the order of the battle by having each person within the battle (players and enemies alike) rolling their initiative. Players must add in relevant skills and attributes which have bonuses (Speed) or deficits if the skill/ability requires so. You will roll d26, then subtract with bonuses. Order in battle progresses from lowest to highest number. You can choose to delay your turn, and this won’t affect when you take your turn next round. However, you must call after which event you will take your round and not keep waiting then all of a sudden “OK I take my turn now”.

Now the actual fighting: it’s come to your turn. There are usually 3 components to your turn.

1. “Normal” Attack

2. Special Attack

3. Non-Combat Action

These don’t have to be done in this order; as you’ll see soon enough, doing so might not be the wisest.

The “normal” attack is a standard action, like throwing a punch, shooting an arrow, plowing over somebody with a tank, etc. Basically, if an attack has not been designated as a special attack, then you can use it as a standard attack. This opens up your attacks infinitely of course, but try and be creative! For example, throwing a punch vs throwing a punch at a weak spot, or tossing a bench vs tossing a fiery bench. Now you’re asking “isn’t setting fire to a bench an attack in itself?” Great question! No, it wouldn’t count. Think of the standard attack as how many times the enemy is actually hit. The enemy is hit by a fiery bench only once, so it’s only one standard attack.

Of course, setting fire to the bench, or any other action within an attack is a bit more complex. Every time you want to use a skill/ability in your attack, the DM will factor in your level in the skill/ability, then give you a number to roll based on the difficulty of the move. If you fail, then you carry on with your attack as far as you can (unless you fail a very necessary part, i.e. failing a super strength check in lifting a bench which you wanted to throw at the enemy, in which case the attack is done). If you succeed the skill/ability check, then you continue on with whatever other skill/ability checks you have until you reach the ACV roll. If you succeed the ACV roll, then huzzah! You’ve hit the enemy.. right?

Oh, the damage? Well, your damage will be based on the relevant stats. For a physical attack, your damage will be (Body * 5) pts of damage; if a magic attack, then (Mind * 5) pts of damage. Add in relevant abilities like Super Strength or Massive Damage, which add in more pts of damage for each level in the ability.

Oh croikee, now for the special attacks. A special attack will be a move/ability/attack that is clearly designated as “SPECIAL ATTACK”. I’m not going to give an example of a special attack other than Doublecast, which works for both physical and magic attacks. This special attack only enables you to “cast” another attack, but hey it’s still a special attack. Most special attacks are summons and require MP.

Non-combat actions involve any action that isn’t directly combat-oriented, i.e. moving, shouting to comrades, healing. Movement in one round must be realistic (no “I run 50m back and forth 30x” or “I sprint to the helicopter a mile away”). A round doesn’t last that long (maybe 6-15 sec, this is quite a wide range I know), yet feel free to inquire with the DM as to how far certain people and objects are from the player. Other actions, such as relevant skills of tracking enemies, healing, etc can be done, but a player can’t multi-task that much. If you’re focusing on regening your health, you can’t be shouting out instructions to your friend for where the enemy’s weak spot is. If you’re running at an enemy, you could probly shout to your friend sure, but as noted before, BE REALISTIC.


Pavilions kitty