Combat is a fight people get into solved by the players and a few dice rolls. There are a few key elements in combat to keep in mind: Attack, defense, damage, soak.

Attacking; There are 3 forms of attacks, melee, ranged, and magical. Melee is a d6 and add your Dexterity. Ranged is d6 and add your Perception to hit. And Magical is a d6 and add your Perception.

Defense; Defense is an action to get out of the line of fire. Defense is a d6 and add your dexterity.

Damage; if your in melee damage is increased by your strength, your weapon and d6. Ranged is weapon plus d6. And spell damage plus d6.

Soak: The normal body can soak 2 point of damage when hit. Cloth armor will absorb 1. Leather armor will absorb 2, Chain will absorb 3, and plate will absorb 4.
Example: Brian takes 10 points of damage. Brian is wearing plate. The 10 points of damage is reduced by 4 for his plate and 2 for natural soak for a grand total of 4 damage taken.


Full Defence: If a player goes into full defence they can use their weapon bonus to add to their defence so as to NOT get hit. Doing so will negate their attack.
Weapon Speed: Weapon speed is gadges how fast a weapon can be used. The slower the weapon the further you are back on the initiative.
Initiative: Initiative is weapon speed plus your agility and a D6. The higher the better. Example: A knife has a weapon speed of 6, as where as a two-handed sword has a 1. Since you need a higher Initiative to go first, if your were to roll a 6, a knife would be 12 where at a two-hander would be a 7.
Multiple Attacks: This is a difficult concept for some people to grasp. I know my buddy, Andy, and I were struggling with this concept as to not make it over powering. The following table will show you how to do it in the most simplistic way possible:


Main Hand/Off Hand  Light/Light
0/0
Main Hand/Off Hand Light/Medium
-0/-2
Main Hand/Off Hand Medium/Medium
-2/-2
Main Hand/Off Hand Medium/Large
-2/-6
Main Hand/Off Hand Large/Large
-6/-6


With this a person can only extend his melee attack by one for a total of 2...thats it!


Ranged Weapons can shoot only one time.


Casters can only cast one spell at a time.


Experience:
After each session the GM will grant you experience for what ever you think you deserve experience for. You can spend experience on 2 things; Skill Points or Attributes.


Skills cost 100 exp per rank. Period.


Attributes cost 100 times the attributes point.

Example: Ben Has a Strength of 6 and wants to increase it to a 7. It would require 600 exp to get it to 7. Do to the fact this would effectively bump all his strength skills and his hit points, he gets to do so in an orderly fassion. So if his Climb was +3 for the stat it is now a +4. Thusly if his dex was a 6, giving him 12 hp before the increase he now has 13 hp.


One can also purchase a feat at 1,000 experience above the first feat.
Example: Pete has the "Quick Strike" feat. He wants to abtain a second feat. This would cost 1,000 exp. If he wanted to purchace 2 feats. 1,ooo exp for the first and 2,000 exp for the second. So it would cost 3k exp, but he would have 3 feats.


Feats:
Feats are an ability chosen by the play that gives hims the edge in a fight or in a skillful situation. Feats are discussed by the player and GM as not to be too over powering and remember it only give you and edge.