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== Combat == Each round, every person rolls Initiative (1d6 + Precog). This determines who goes first. On your turn, you can either: move up to your Speed and attack; or move twice your Speed; or cast a spell. To attack with a sword, you must be adjacent to the target. Test with Rage, damage is 1d6 + Rage. To attack with a bow, you must be not adjacent to any enemies. Test with Grace, damage is 1d6 (+1 if wearing Leather armor). To cast a Black Magic spell, test with Precog. If successful, roll 2d6: chose one die to be damage, the other is how many targets. If this means there are more targets than enemies, the spell-caster must choose other players to be targets. Add +Precog to the damage number, and not the number of targets. If unsuccessful, the spell is not lost; spells-per-day are only how many successful casts there are. To cast a White Magic spell, test with Precog. If successful, roll 2d6 + Precog: this is how many wounds you restore to the target, up to the target's maximum ((Rage+Precog+Grace)x2). If unsuccessful, the spell is not lost; spells-per-day are only how many successful casts there are. When doing damage, if the damage die shows "6", there is a chance for a critical hit. Roll for a second attack of the same type. If this attack is successful and the damage shows "6" again, roll yet another die and add this to damage (critical hits don't do more than three dice of damage). Any pluses to damage are added after the dice are tallied. To recover damage, characters must either use White Magic or rest. If staying someplace comfortable (ie.: a public Inn, at home, guests of the baron, &c.) each character recovers 1d6 wounds each night. If camping out under the stars, in a cave or in the streets, each character recovers only 1 wound each night. [[Category:Roleplaying]] [[Category:One-page Games]]
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