Combat

o Before combat begins each player and non-player character participating in the combat must make one initiative roll. The player with the highest initiative roll will act first, with the other characters acting after in descending order.

o Each character in combat may make one standard action, one move action, and one quick action per turn.

 A standard action might be an attack, a combat maneuver, or any action the game master deems to qualify.

 A move action for a medium sized character is 30 ft. (6 squares) A move action for a small sized character is 20 ft. (4 squares)

 A quick action might be a drink of a potion, the use of a magic item, or anything the game master deems to qualify.

 You will also see references throughout the guide to free actions. Free actions are movements so quickly performed it takes the character no time at all to complete them. Free actions consist of spot checks, skills uses, or anything else the game master deems to qualify. Free actions can be done at any time, and are not limited to one per turn. Free actions can be performed even when it is not the character’s own turn.

o A character may make basic attacks or perform basic actions with no effect on their mana/stamina. However, activation of a talent or making a combat maneuver will cost the character a specified amount of mana/stamina.

o In addition, a character may invest some of their mana/stamina to improve their combat performance. For example, if a warrior wanted to ensure a harder hit on a tough opponent, they might spend 2 points of stamina to add a +2 modifier to their next damage roll. However, a character may only spend up to their level +3 on increasing combat performance.

 Mana/stamina regenerates each turn of combat by the amount specified by the character’s mana/stamina regeneration rate.

o However, if a character runs out of mana/stamina, yet still wishes to use talents or increase combat performance, they may do so, at great cost. Character’s who act beyond their mana/stamina limits must make a Strain check. A strain check is a difficulty class 20 + the amount the character is beyond their total mana/stamina pool. The player rolls a d20 and adds their remaining health as a bonus to this check. If the player succeeds, then the attempted action is completed as normal. If the player does not succeed, they must make d10 roll on the appropriate misaction table to discover the disastrous results. A warrior might lose grip of his weapon, throwing it away forever. While a mage might accidently summon a fiendish scorpion, worsening an already desperate situation. Needless to say, a Strain check is only to be used in dire circumstances.