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== Combat == '''Ambush''': The victim must make an Awareness roll, the ambusher a Hide roll. If the ambusher wins they get +2 Speed for the first round. 0. Add Rank to Speed to find Initiative. Subtract 2 if the character is changing or drawing a weapon. 1. Roll 3D6 in the middle of the table. This is the General Roll. 2. All characters of equel Initiative act simultaneously, starting with the highest. This consists of choosing an action and a target. 3a. Attack Roll: PCs roll 3D6 + Stat + Skill: if this exceeds their target's Defence, their target is Wounded. For Spells, Attack must beat target's Resistance. 3b. Attack Roll: NPCs compare General Roll + Stat + Skill to their target's Defence; if it exceeds it, their target is Wounded. For Spells, Attack must beat target's Resistance. 4. Flee: As long as at least one third of the PCs are in action, they may Flee. Else combat continues. Wounded characters may no longer participate. When a PC is Wounded, they add 1 to their Fate. To conduct a '''Duel''', go through steps 0, 2, 3a; no one is Wounded. Duelling NPCs roll in Phase 3b. '''Blind''' characters take -2 Initiative and to all rolls.
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