Combat Section

Con tents:
Mis siles:
Bra wling:
Armor< /A>:

Segments

Combat resolution is divided into segments. The segments are played one at a time, or until the monster(s) die(s). If any heroes are still alive after the close combat segment, the monster is usually considered dead.


Sometimes a combat is extended. When this happens not all agility points can be recovered before the next round. Only if a full minute, (round), passes without combat is all recovered - otherwise 1 point is recovered. Some reasons for extension are: large movement speed differences, large battles, (as in a war), flying.
table7 segment order
Determine reaction (flee, wait, attack)
Magic use
Missile use
Determine reaction -close (flee, steal, attack)
Experience/plunder/recover
When damage is caused points are applied to agility until they equal the maximum. Further damage is applied to endurance up to the maximum. Remaining damage is called mortal wounds. As soon as the hero becomes mortally wounded and each adventure round until healed, health ability is challenged versus the number of mortal wounds.

   under 0, the hero die 
   0, no effect 
   over 0, 1 mortal wound is healed. 

Rolls may be prepared. Add the rating of the time spent between rolls to the roll. If the first roll is prepared, the monster may attack again, (as if the hero were dead).


There are three distant reactions; flee, wait and attack. There are three close reactions; flee, steal and attack. Heroes can use interaction and leadership to manipulate monsters' reactions.
To determine reaction, challenge the total heroes' danger rating versus the monsters; total bravery rating. Add up-to any one hero's interact ability roll, or subtract up-to any one hero's leadership ability roll.


The same roll, (unmodified), is used during the 
reaction 
(close) segment. 
   under 0, the monsters flee 
   0, the monsters are uncertain, (they will not engage in a 
segment unless the heroes do. 
   over 0, the monsters attack 

Fleeing monsters make maneuver rolls to exit the encounter, (see below), until the heros make use of a segment.


Maneuvering

To return to the previous segment challenge maneuver ability versus the monster's maneuver rating. Heroes, (or monsters), actively involved in the maneuver proccess, (running or driving carts for instance), doing other things in the segment lose 2 skill on all subsequent rolls.

over 0, do the previous segment, (or the current one 
again), next. If already at the reaction - distant segment, 
the encounter may be exited. 
    0, do the current segment again 
    under 0, proceed normally