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In the Dark Lands, whether hell or some other threatening area, certain things must be known. How you should move, how to fight and how to bend the forces of nature to your command can all be explained here.

 

The Round =  within combat, creatures, and heroes taking part will attempt to beat down their opponent. The amount of time taken for all creatures and heroes to take their action is referred to as a Combat Round.

 

The Turn =  Each creature or hero will within a Combat Round take a Turn to strike, cast a spell or do otherwise. Each being within their turn may act once, either by moving, attacking, casting magic, or by taking any other single action.

 

Initiative =  At the start of Combat, each hero and creature will roll a d6 (a 6-sided Dice). On the event that there are tied rolls, the hero will take precedence, else the Games Master will decide which creature will act first. Heroes may decide among themselves which will act first in the case of a tie.

 

Movement =  Movement for all denotes their ability to propel themselves forward. By large, all creatures upon the earth move pretty much the same rate, unless mounted or a faster animal. Nevertheless, all movement will be at a rate of 20 feet per round.

 

Running =  At times someone may find that they need to move faster, in which case they may run, moving at half again their speed. Therefore a being, where that would normally move at 20 feet will move 30! This can be used to hasten an advance or a retreat, but may not be combined with an attack as a Charge.

 

Hidden Movement =  Some stealthy characters will try to sneak past their enemies rather than risk combat. In this case, they will attempt to move silently and their move will be at three-quarters that it otherwise would. Whilst hidden and moving this way, a stealthy Rogue will be able to spot traps from an additional 5 feet away, so the intent is their caution at this time.

 

Combat Actions:

Combat itself is a fluid state of affairs and often action is needed to keep up with the flow of battle. These are actions that can be used during combat to make sure that you emerge victoriously.

 

Charge = When you see an enemy you will need to get to grips with them. A charge is a standard move that moves a character into contact with an enemy, allowing them to immediately make an attack and hopefully remove their threat for good. When charging, a character gets a +1 to their skill for their attack. You may not charge out of combat.

 

Disengage = Sometimes discretion may be the better part of valor and a safe withdrawal may be needed. Disengage allows a character to safely escape from combat, stepping back from the enemy in a space of 5 feet.

 

Rally = Rally allows a character to use their Will stat to aid a party member under the effects of a mental condition. The Rallying character must roll against the effect's difficulty in the same way as normally used for resisting Morale effects, thus restoring them to fighting form.

 

Other Actions:

 

Interact = A character may take an action to Interact with the surrounding objects. This may be simple like taking a torch from a bracket or lighting/extinguishing a torch in which case no skill check is needed. Alternatively, if it's a more complicated action like Picking a Lock or disabling a trap, a skill check will be required. All characters except Rogues that attempt such an action will halve their Skill stat for these checks.

 

Hide = a character may take an action to attempt to hide, blending in with the shadows in an attempt to get the drop on enemies or sneak past. An attack made while hidden will get +2 to skill and ignores armour. Rogues get a +2 to hide, Rangers and Druids get a +1. If the room in which the character is hiding is well lit and has an enemy presence, the check to hide or remain hidden is made at a -2.

How  The  Game  Plays

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