⚔️ Combat

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.


🗡️ Attacking

To attack, perform an action using a relevant Aspect (like Control, Ingenuity, or Finesse) along with a weapon or spell.

You roll:

  • 🎲 A number of d4s equal to your Aspect value minus your Action Load plus your Net Advantage
  • 💥 The weapon or spell’s damage die (e.g., 1d8 for a longsword)

Add all the dice together and declare the total.


🧮 Resolving the Attack

The GM:

  • Subtracts the target’s Evasion (or Defense DC) from your total
  • The remainder is raw damage

That raw damage is compared to the target’s Damage Thresholds (see Damage and Armor) to determine how much injury is inflicted.


🌩️ Area Effects & Resistance Checks

Some spells or abilities affect zones or multiple targets. These AOE effects don’t use normal attack rolls.

🔥 Casting the AOE

The attacker:

  • Makes an Aspect Check to set the Resistance DC
  • Rolls any damage dice at the same time

📘 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.

🛡️ Resistance Checks (Saving Throws)

Each target makes a Resistance Check using the Aspect required by the effect:

  • Roll d4s equal to their Aspect value
  • If total meets or beats the DC → success (usually half or no damage)
  • If total is below the DC → full 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.


🎲 Optional: Risk Dice

The caster may sacrifice one or more damage dice to increase the DC:

  • Each Risk Die adds its value to the DC
  • That die is not added to the damage total

📘 Example: A spellcaster rolls 5d4 + 2d6 (fireblast). Damage dice = 5 and 3. The caster uses the 5 as a Risk Die:

  • DC = Aspect Check total + 5
  • Damage = 3

This allows tactical choice: go for harder-to-resist effects or higher damage.


🧾 Interpreting Results

The GM describes the outcome based on how much damage gets through:

  • 🩹 Low → scratch or glancing hit
  • 🩸 Medium → solid blow or injury
  • 💀 High → serious or critical wound

🎭 Tip: Players don’t know exact Evasion or HP — narration provides the clues.


🛡️ Evasion & Armor

Every character or creature has:

  • Evasion — how hard they are to hit or affect
  • Damage Thresholds — how much damage must be dealt to cause injury

Together, they define how durable the target is.


🧭 Movement & Positioning

Moving normally during your turn usually costs no action.

It does cost an action when:

  • Disengaging safely from melee
  • Navigating hazards or obstacles
  • Pushing movement limits
  • A feature or effect says so

🤝 Teamwork in Combat

Use Team Actions to support your allies:

  • Boost rolls
  • Distract enemies
  • Set up combos

Good teamwork is key to success.


⏱️ Turn Order

For initiative rules and turn structure, see Initiative.


🧘 Ending Combat

Combat ends when all enemies are:

  • Defeated
  • Driven off
  • Negotiated with

After combat:

  • Rest
  • Recover loot or clues
  • Roleplay the aftermath