Combat in this system is fast, descriptive, and tactical. It uses the same core mechanics as other actions (see Actions), but applies them to offensive and defensive situations using Aspects, Evasion, Armor, and Damage Thresholds.
To attack, perform an action using a relevant Aspect (like Control, Ingenuity, or Finesse) along with a weapon or spell.
You roll:
Add all the dice together and declare the total.
The GM:
That raw damage is compared to the target’s Damage Thresholds (see Damage and Armor) to determine how much injury is inflicted.
Some spells or abilities affect zones or multiple targets. These AOE effects don’t use normal attack rolls.
The attacker:
📘 Note on AoE Spells When casting an Area-of-Effect spell that forces a Resistance Check, you roll your relevant Aspect Dice to determine the spell’s Resistance DC. This roll is not modified by your Action Load or any instances of Advantage/Disadvantage. These spells represent raw magical force, not precision attacks.
Each target makes a Resistance Check using the Aspect required by the effect:
These checks usually ignore Action Load, unless the GM says otherwise. They may be affected by Net Advantage.
The Aspect used to set the Resistance DC may be, and often is, different than the Aspect used by the defenders when rolling their Resistance Check.
The caster may sacrifice one or more damage dice to increase the DC:
📘 Example: A spellcaster rolls 5d4 + 2d6 (fireblast). Damage dice = 5 and 3. The caster uses the 5 as a Risk Die:
This allows tactical choice: go for harder-to-resist effects or higher damage.
The GM describes the outcome based on how much damage gets through:
🎭 Tip: Players don’t know exact Evasion or HP — narration provides the clues.
Every character or creature has:
Together, they define how durable the target is.
Moving normally during your turn usually costs no action.
It does cost an action when:
Use Team Actions to support your allies:
Good teamwork is key to success.
For initiative rules and turn structure, see Initiative.
Combat ends when all enemies are:
After combat: