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Combat

Combat in this system is fast, descriptive, and tactical. It uses the same basic mechanics as any other action (see Actions), but applies them to offensive and defensive situations with a focus on Aspects, Evasion, Armor, and damage thresholds.

Attacking

To attack a target, you perform an action using a relevant Aspect (such as Control, Ingenuity, or Finesse) and a weapon or spell.

You roll:

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

Then, add all the dice together and declare the total.

Resolving the Attack

The GM subtracts the target’s Evasion or Defense DC from your roll total. The remainder is the raw damage dealt.

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

Interpreting Results

The GM narrates the outcome based on how much damage is dealt.

Examples:

  • Barely hit → a light wound or grazing blow
  • Large margin → staggering hit, knockdown, major injury
  • Zero damage → blocked, deflected, or narrowly avoided

>Note: Players typically don't know exact Evasion or HP values. Narration and observed effects provide tactical clues.

Evasion and Armor

Each combatant has:

  • An Evasion score — how hard they are to hit or affect
  • A set of Armor Thresholds — how much damage it takes to injure them

Together these define how easy they are to harm and how well they absorb damage.

Movement and Positioning

Moving normally on your turn usually does not require an action.

Movement does cost an action when:

  • Disengaging from melee without provoking a strike
  • Navigating hazardous or difficult terrain
  • Attempting to move an unusually long distance
  • A spell or feature says so

Teamwork in Combat

Players are encouraged to coordinate and assist each other using Team Actions. Support actions can:

  • Boost ally rolls
  • Weaken enemy defenses
  • Set up combo attacks

Initiative and Turns

For details on turn order and combat structure, see Initiative.

Finishing Combat

Combat ends when all threats are defeated, pacified, or withdrawn.

Afterward, characters usually:

  • Take a Rest
  • Search for treasure or investigate the scene
  • Roleplay the consequences of victory or wounds