Warning: As of now (1/4/99) these rules have not been playtested. Iniative: Each player rolls a 1D6 and the GM may roll one D6 per character or a D6 for thier own turn. Melee Attacks: The basic attacks are: bashing, swinging and thrusting (as per weapon). They are treated as normal attacks and may be parried or dodged as normal. Full Bash: Takes two actions, defender may dodge and parry as normal but if they parry they must make a STR -2D roll against the attackers unmodified STR or take normal damage. If the attack is not dodged or if the defender does not make the parry roll then the defender takes the weapon's damage +2D. The attacker may not attack the next turn and may not parry until their next turn (dodge is at -2D until the next turn). Full Swing: Takes two actions. Defender may dodge normally but has a -1D to parry. The defender must also make a STR-1D roll vs. the attacker's STR to prevent taking normal damage. If the defender misses either their parry or dodge roll they take the weapon's damage +1D. The attacker may not attack their next turn and may not parry until their next turn (dodge is a -2D until the next turn). Full Thrust: Takes two actions. Defender may not dodge and parries at a-1D to skill. To parry roll vs. STR of the attacker If STR roll is not successful the defender takes damage as normal. If the defender does not parry succesfully the weapon does damage +3D. The attacker may not attack the next turn and may not parry until thier next turn (-2D to dodge until next turn), and if the attack is successful the defender may not use any skills until the weapon is removed (attacker makes easy STR roll and weapon does half damage coming out). More to come...