The master: It is the first of Tsa in the year 28 Hal, the sun is just looming above the horizon. All your surrounding, the fierce north of Arkania near Paavi, is still covered by a soft layer of new snow that came down during the last night.
Hero 1: I know, I know, but we already told you, we were looking for some deers to hunt.
The master: (he does not seem to be interested in that comment, although he is) A dark shadow is suddenly laying down on your souls, you sink down into a depressive mood. The world is just like it was not existing for your sake. You feel the urge to morn about something, someone...
Hero 1: (gorging his own spit)
Hero 2: (beginning to hum in a dark melody)
Hero 3: Do we hear something, see something special ?
At this moment we begin with the game, but the role-playing has begun at the first second the master opened his mouth. Here the game begins, i.e. the master has to declare a rule how he can find out if the hero hears or sees something. He could also tell him directly, but throwing the dice brings more tension into it. So to solve the situation, the hero has to throw a D20 (20-sided-dice). If the result of the dice is lower or equal to the value asked he succeeded.
The master: See and hear by rolling your CHARISMA dice...
Hero 3: I rolled a 14, my value is 15.
The master: You see something darkening the brilliance of the snow not far from where your are standing to your right, you hear something streaming.
Here we see, a success is combined to a sort of a solution by the master who answers the question according to the story he invented. This may well be the wrong answer if the whole surrounding is filled with magic and there is no way to test this. In general, it will not satisfy the heroes, but it tells already too much according to the master, a compromise...
The same rule applies to fighting, only in that case you have to roll a number less or equal to your AT-value or PA-value. The opponents are attacking and parrying one after another, i.e. one starts off with AT, the other has to stand his PA. Then the right to attack swaps and the defender begins to attack, while the offender has to parry.
If someone succeeds in attacking and the other one fails in defending, the attacker hit and he will infer hit points (HP) on the defender according to his weapon. The hit points a weapon causes are written down in the weapon list.
Example: The master: As you approach the dead body which is lying in the snow it rises and looks at you with a frightening grimace, raising its arm and grabbing for you. Hero 3: If that body is alive, I will allow him a safe journey to Boron. I draw my blade, a sword. (He rolls a D20, his AT-value is 13, the result is 12, i.e. he succeeds.) And I make it. The master: The monster tries to parry (PA-value 6, the master throws a 17 on a D20, he fails). But it fails. Hero 3: Haha, here you go, bastard. That hurts bitterly, i.e. 7 points. (He wants to say, he rolled a D6 and added 4, because the HP of a sword are 1D6+4. His result on the D6 was 3 then). The master: That may well be, but now it is the monster's turn, beware...
And now hero and master will roll dice after dice 'til the monster or hero has given up, escaped or died, which is not the best solution. (If you want to learn more about fighting, have a look at the real Battle Lore, which includes things as unarmed combat and armour.)
So these are the gaming rules. Go ahead if you want to hear more...