<strong>Rules of Combat<br/><br/>Step One - Initiative</strong><br/><br/>Compare the combatants initiative score. Higher score can take the first action. In case of a tie, roll a d10 and the highest goes first.<br/><br/><strong>Step Two - Tactics</strong><br/><br/>The attacker may choose to spend his tactics points to boost his stats for the attack (action and/or effect stats). The most he may spend is enough to double his score. For example, if a character has a reflexes of 6, he may keep it as is, nudge it up to a 7, or max it out at 12.<br/><br/>The defender can then choose to spend points on his defensive stats (action and/or resist stats) to counter the tactics used by the attacker. Once the attacker and defender have bid, go on to step three.<br/><br/>*Note - tactic points replenish at the beginning of every fight.<br/><br/>**Note - Feel free to provide character banter during the tactics phase to keep things interesting. I do not want this to be merely a numbers game.<br/><br/><strong>Step Three - Attacking.</strong><br/><br/>Roll 2d10. Look up the attacker's and defender's action stat on the action table. If you rolled above an 11, count the number of column shifts you earned. Then look up your respective power stat scores on the effect table, apply any column shifts and subtract the result from your total resistance. If your resistance is reduced to xero, then you have succumbed to your attacker.<br/><br/>You cannot use the same type of attack twice in a row. If you attack physically, your next attack must be magical or social.<br/><br/>Do not simply post your rolls and your results. be descriptive in your actions detailing what you are trying to do.